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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/auxiliary/util/u_gen_mipmap.c
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/**************************************************************************
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*
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* Copyright 2008 VMware, Inc.
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* All Rights Reserved.
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* Copyright 2008 VMware, Inc. All rights reserved.
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* Copyright 2014 Advanced Micro Devices, Inc.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/**
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* @file
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* Mipmap generation utility
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*
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* @author Brian Paul, Marek Olšák
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*/
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#include "util/u_gen_mipmap.h"
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#include "util/format/u_format.h"
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#include "util/u_inlines.h"
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/**
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* Generate mipmap images. It's assumed all needed texture memory is
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* already allocated.
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*
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* \param pt the texture to generate mipmap levels for
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* \param format format of texture
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* \param first_layer the first layer to generate mipmap levels for
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* (ignored for 3D textures)
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* \param last_layer the last layer to generate mipmap levels for
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* (ignored for 3D textures)
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* \param base_level the first mipmap level to use as a src
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* \param last_level the last mipmap level to generate
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* \param filter the minification filter used to generate mipmap levels with
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* one of PIPE_TEX_FILTER_LINEAR, PIPE_TEX_FILTER_NEAREST
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*/
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boolean
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util_gen_mipmap(struct pipe_context *pipe, struct pipe_resource *pt,
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enum pipe_format format, uint base_level, uint last_level,
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uint first_layer, uint last_layer, uint filter)
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{
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struct pipe_screen *screen = pipe->screen;
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struct pipe_blit_info blit;
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uint dstLevel;
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boolean is_zs = util_format_is_depth_or_stencil(format);
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boolean has_depth =
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util_format_has_depth(util_format_description(format));
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/* nothing to do for stencil-only formats */
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if (is_zs && !has_depth)
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return TRUE;
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/* nothing to do for integer formats */
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if (!is_zs && util_format_is_pure_integer(format))
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return TRUE;
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if (!screen->is_format_supported(screen, format, pt->target,
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pt->nr_samples, pt->nr_storage_samples,
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PIPE_BIND_SAMPLER_VIEW |
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(is_zs ? PIPE_BIND_DEPTH_STENCIL :
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PIPE_BIND_RENDER_TARGET))) {
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return FALSE;
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}
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/* The texture object should have room for the levels which we're
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* about to generate.
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*/
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assert(last_level <= pt->last_level);
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/* If this fails, why are we here? */
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assert(last_level > base_level);
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assert(filter == PIPE_TEX_FILTER_LINEAR ||
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filter == PIPE_TEX_FILTER_NEAREST);
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memset(&blit, 0, sizeof(blit));
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blit.src.resource = blit.dst.resource = pt;
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blit.src.format = blit.dst.format = format;
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/* don't set the stencil mask, stencil shouldn't be changed */
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blit.mask = is_zs ? PIPE_MASK_Z : PIPE_MASK_RGBA;
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blit.filter = filter;
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for (dstLevel = base_level + 1; dstLevel <= last_level; dstLevel++) {
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blit.src.level = dstLevel - 1;
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blit.dst.level = dstLevel;
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blit.src.box.width = u_minify(pt->width0, blit.src.level);
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blit.src.box.height = u_minify(pt->height0, blit.src.level);
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blit.dst.box.width = u_minify(pt->width0, blit.dst.level);
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blit.dst.box.height = u_minify(pt->height0, blit.dst.level);
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if (pt->target == PIPE_TEXTURE_3D) {
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/* generate all layers/slices at once */
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blit.src.box.z = blit.dst.box.z = 0;
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blit.src.box.depth = util_num_layers(pt, blit.src.level);
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blit.dst.box.depth = util_num_layers(pt, blit.dst.level);
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}
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else {
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blit.src.box.z = blit.dst.box.z = first_layer;
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blit.src.box.depth = blit.dst.box.depth =
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(last_layer + 1 - first_layer);
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}
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pipe->blit(pipe, &blit);
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}
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return TRUE;
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}
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