1/************************************************************************** 2 * 3 * Copyright 2008 VMware, Inc. 4 * All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the 8 * "Software"), to deal in the Software without restriction, including 9 * without limitation the rights to use, copy, modify, merge, publish, 10 * distribute, sub license, and/or sell copies of the Software, and to 11 * permit persons to whom the Software is furnished to do so, subject to 12 * the following conditions: 13 * 14 * The above copyright notice and this permission notice (including the 15 * next paragraph) shall be included in all copies or substantial portions 16 * of the Software. 17 * 18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. 21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR 22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, 23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE 24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 25 * 26 **************************************************************************/ 27 28 29#include "main/imports.h" 30#include "main/mipmap.h" 31#include "main/teximage.h" 32 33#include "pipe/p_context.h" 34#include "pipe/p_defines.h" 35#include "util/u_inlines.h" 36#include "util/u_format.h" 37#include "util/u_gen_mipmap.h" 38 39#include "st_debug.h" 40#include "st_context.h" 41#include "st_texture.h" 42#include "st_gen_mipmap.h" 43#include "st_cb_bitmap.h" 44#include "st_cb_texture.h" 45 46 47/** 48 * Compute the expected number of mipmap levels in the texture given 49 * the width/height/depth of the base image and the GL_TEXTURE_BASE_LEVEL/ 50 * GL_TEXTURE_MAX_LEVEL settings. This will tell us how many mipmap 51 * levels should be generated. 52 */ 53static GLuint 54compute_num_levels(struct gl_context *ctx, 55 struct gl_texture_object *texObj, 56 GLenum target) 57{ 58 const struct gl_texture_image *baseImage; 59 GLuint numLevels; 60 61 baseImage = _mesa_get_tex_image(ctx, texObj, target, texObj->BaseLevel); 62 63 numLevels = texObj->BaseLevel + baseImage->MaxNumLevels; 64 numLevels = MIN2(numLevels, (GLuint) texObj->MaxLevel + 1); 65 if (texObj->Immutable) 66 numLevels = MIN2(numLevels, texObj->NumLevels); 67 assert(numLevels >= 1); 68 69 return numLevels; 70} 71 72 73/** 74 * Called via ctx->Driver.GenerateMipmap(). 75 */ 76void 77st_generate_mipmap(struct gl_context *ctx, GLenum target, 78 struct gl_texture_object *texObj) 79{ 80 struct st_context *st = st_context(ctx); 81 struct st_texture_object *stObj = st_texture_object(texObj); 82 struct pipe_resource *pt = st_get_texobj_resource(texObj); 83 const uint baseLevel = texObj->BaseLevel; 84 enum pipe_format format; 85 uint lastLevel, first_layer, last_layer; 86 87 if (!pt) 88 return; 89 90 /* not sure if this ultimately actually should work, 91 but we're not supporting multisampled textures yet. */ 92 assert(pt->nr_samples < 2); 93 94 /* find expected last mipmap level to generate*/ 95 lastLevel = compute_num_levels(ctx, texObj, target) - 1; 96 97 if (lastLevel == 0) 98 return; 99 100 st_flush_bitmap_cache(st); 101 st_invalidate_readpix_cache(st); 102 103 /* The texture isn't in a "complete" state yet so set the expected 104 * lastLevel here, since it won't get done in st_finalize_texture(). 105 */ 106 stObj->lastLevel = lastLevel; 107 108 if (!texObj->Immutable) { 109 const GLboolean genSave = texObj->GenerateMipmap; 110 111 /* Temporarily set GenerateMipmap to true so that allocate_full_mipmap() 112 * makes the right decision about full mipmap allocation. 113 */ 114 texObj->GenerateMipmap = GL_TRUE; 115 116 _mesa_prepare_mipmap_levels(ctx, texObj, baseLevel, lastLevel); 117 118 texObj->GenerateMipmap = genSave; 119 120 /* At this point, memory for all the texture levels has been 121 * allocated. However, the base level image may be in one resource 122 * while the subsequent/smaller levels may be in another resource. 123 * Finalizing the texture will copy the base images from the former 124 * resource to the latter. 125 * 126 * After this, we'll have all mipmap levels in one resource. 127 */ 128 st_finalize_texture(ctx, st->pipe, texObj, 0); 129 } 130 131 pt = stObj->pt; 132 if (!pt) { 133 _mesa_error(ctx, GL_OUT_OF_MEMORY, "mipmap generation"); 134 return; 135 } 136 137 assert(pt->last_level >= lastLevel); 138 139 if (pt->target == PIPE_TEXTURE_CUBE) { 140 first_layer = last_layer = _mesa_tex_target_to_face(target); 141 } 142 else { 143 first_layer = 0; 144 last_layer = util_max_layer(pt, baseLevel); 145 } 146 147 if (stObj->surface_based) 148 format = stObj->surface_format; 149 else 150 format = pt->format; 151 152 /* First see if the driver supports hardware mipmap generation, 153 * if not then generate the mipmap by rendering/texturing. 154 * If that fails, use the software fallback. 155 */ 156 if (!st->pipe->screen->get_param(st->pipe->screen, 157 PIPE_CAP_GENERATE_MIPMAP) || 158 !st->pipe->generate_mipmap(st->pipe, pt, format, baseLevel, 159 lastLevel, first_layer, last_layer)) { 160 161 if (!util_gen_mipmap(st->pipe, pt, format, baseLevel, lastLevel, 162 first_layer, last_layer, PIPE_TEX_FILTER_LINEAR)) { 163 _mesa_generate_mipmap(ctx, target, texObj); 164 } 165 } 166} 167