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