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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 Olšák
  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.