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      1 /**************************************************************************
      2  *
      3  * Copyright 2008 VMware, Inc.
      4  * All Rights Reserved.
      5  * Copyright 2008  VMware, Inc.  All rights reserved.
      6  * Copyright 2014 Advanced Micro Devices, Inc.
      7  *
      8  * Permission is hereby granted, free of charge, to any person obtaining a
      9  * copy of this software and associated documentation files (the
     10  * "Software"), to deal in the Software without restriction, including
     11  * without limitation the rights to use, copy, modify, merge, publish,
     12  * distribute, sub license, and/or sell copies of the Software, and to
     13  * permit persons to whom the Software is furnished to do so, subject to
     14  * the following conditions:
     15  *
     16  * The above copyright notice and this permission notice (including the
     17  * next paragraph) shall be included in all copies or substantial portions
     18  * of the Software.
     19  *
     20  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     21  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
     22  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
     23  * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
     24  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
     25  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
     26  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
     27  *
     28  **************************************************************************/
     29 
     30 /**
     31  * @file
     32  * Mipmap generation utility
     33  *
     34  * @author Brian Paul, Marek Olk
     35  */
     36 
     37 
     38 #include "util/u_gen_mipmap.h"
     39 #include "util/u_format.h"
     40 #include "util/u_inlines.h"
     41 
     42 
     43 /**
     44  * Generate mipmap images.  It's assumed all needed texture memory is
     45  * already allocated.
     46  *
     47  * \param pt      the texture to generate mipmap levels for
     48  * \param format  format of texture
     49  * \param first_layer  the first layer to generate mipmap levels for
     50  *                     (ignored for 3D textures)
     51  * \param last_layer  the last layer to generate mipmap levels for
     52  *                    (ignored for 3D textures)
     53  * \param base_level  the first mipmap level to use as a src
     54  * \param last_level  the last mipmap level to generate
     55  * \param filter  the minification filter used to generate mipmap levels with
     56  *                one of PIPE_TEX_FILTER_LINEAR, PIPE_TEX_FILTER_NEAREST
     57  */
     58 boolean
     59 util_gen_mipmap(struct pipe_context *pipe, struct pipe_resource *pt,
     60                 enum pipe_format format, uint base_level, uint last_level,
     61                 uint first_layer, uint last_layer, uint filter)
     62 {
     63    struct pipe_screen *screen = pipe->screen;
     64    struct pipe_blit_info blit;
     65    uint dstLevel;
     66    boolean is_zs = util_format_is_depth_or_stencil(format);
     67    boolean has_depth =
     68       util_format_has_depth(util_format_description(format));
     69 
     70    /* nothing to do for stencil-only formats */
     71    if (is_zs && !has_depth)
     72       return TRUE;
     73 
     74    /* nothing to do for integer formats */
     75    if (!is_zs && util_format_is_pure_integer(format))
     76       return TRUE;
     77 
     78    if (!screen->is_format_supported(screen, format, pt->target,
     79                                     pt->nr_samples,
     80                                     PIPE_BIND_SAMPLER_VIEW |
     81                                     (is_zs ? PIPE_BIND_DEPTH_STENCIL :
     82                                      PIPE_BIND_RENDER_TARGET))) {
     83       return FALSE;
     84    }
     85 
     86    /* The texture object should have room for the levels which we're
     87     * about to generate.
     88     */
     89    assert(last_level <= pt->last_level);
     90 
     91    /* If this fails, why are we here? */
     92    assert(last_level > base_level);
     93    assert(filter == PIPE_TEX_FILTER_LINEAR ||
     94           filter == PIPE_TEX_FILTER_NEAREST);
     95 
     96    memset(&blit, 0, sizeof(blit));
     97    blit.src.resource = blit.dst.resource = pt;
     98    blit.src.format = blit.dst.format = format;
     99    /* don't set the stencil mask, stencil shouldn't be changed */
    100    blit.mask = is_zs ? PIPE_MASK_Z : PIPE_MASK_RGBA;
    101    blit.filter = filter;
    102 
    103    for (dstLevel = base_level + 1; dstLevel <= last_level; dstLevel++) {
    104       blit.src.level = dstLevel - 1;
    105       blit.dst.level = dstLevel;
    106 
    107       blit.src.box.width = u_minify(pt->width0, blit.src.level);
    108       blit.src.box.height = u_minify(pt->height0, blit.src.level);
    109 
    110       blit.dst.box.width = u_minify(pt->width0, blit.dst.level);
    111       blit.dst.box.height = u_minify(pt->height0, blit.dst.level);
    112 
    113       if (pt->target == PIPE_TEXTURE_3D) {
    114          /* generate all layers/slices at once */
    115          blit.src.box.z = blit.dst.box.z = 0;
    116          blit.src.box.depth = util_max_layer(pt, blit.src.level)+1;
    117          blit.dst.box.depth = util_max_layer(pt, blit.dst.level)+1;
    118       }
    119       else {
    120          blit.src.box.z = blit.dst.box.z = first_layer;
    121          blit.src.box.depth = blit.dst.box.depth =
    122             (last_layer + 1 - first_layer);
    123       }
    124 
    125       pipe->blit(pipe, &blit);
    126    }
    127    return TRUE;
    128 }
    129