Mesa (master): gallium/u_gen_mipmap: rewrite using pipe->blit (v2)

Marek Olšák mareko at kemper.freedesktop.org
Thu Apr 10 19:08:20 UTC 2014


Module: Mesa
Branch: master
Commit: 38858207a11819a3c68f14b589c0779fb82152ff
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=38858207a11819a3c68f14b589c0779fb82152ff

Author: Marek Olšák <marek.olsak at amd.com>
Date:   Sun Mar 16 03:45:27 2014 +0100

gallium/u_gen_mipmap: rewrite using pipe->blit (v2)

This replaces u_gen_mipmap with an extremely simple implementation based
on pipe->blit. st/mesa is also cleaned up.

Pros:
- less code
- correct mipmap generation for NPOT 3D textures (u_blitter uses a better
  formula)
- queries are not affected by mipmap generation if drivers disable them

v2: add "first_layer", "last_layer" parameters, drop "face"
v2.1: add format
v2.2: document the format parameter

---

 src/gallium/auxiliary/util/u_gen_mipmap.c |  540 ++++-------------------------
 src/gallium/auxiliary/util/u_gen_mipmap.h |   23 +-
 src/mesa/state_tracker/st_context.c       |    2 -
 src/mesa/state_tracker/st_context.h       |    1 -
 src/mesa/state_tracker/st_gen_mipmap.c    |   73 +---
 src/mesa/state_tracker/st_gen_mipmap.h    |    8 -
 6 files changed, 81 insertions(+), 566 deletions(-)

diff --git a/src/gallium/auxiliary/util/u_gen_mipmap.c b/src/gallium/auxiliary/util/u_gen_mipmap.c
index a2f4218..aa8eaeb 100644
--- a/src/gallium/auxiliary/util/u_gen_mipmap.c
+++ b/src/gallium/auxiliary/util/u_gen_mipmap.c
@@ -3,6 +3,7 @@
  * Copyright 2008 VMware, Inc.
  * All Rights Reserved.
  * Copyright 2008  VMware, Inc.  All rights reserved.
+ * Copyright 2014 Advanced Micro Devices, Inc.
  *
  * Permission is hereby granted, free of charge, to any person obtaining a
  * copy of this software and associated documentation files (the
@@ -30,509 +31,98 @@
  * @file
  * Mipmap generation utility
  *  
- * @author Brian Paul
+ * @author Brian Paul, Marek Olšák
  */
 
 
-#include "pipe/p_context.h"
-#include "util/u_debug.h"
-#include "pipe/p_defines.h"
-#include "util/u_inlines.h"
-#include "pipe/p_shader_tokens.h"
-#include "pipe/p_state.h"
-
-#include "util/u_format.h"
-#include "util/u_memory.h"
-#include "util/u_draw_quad.h"
 #include "util/u_gen_mipmap.h"
-#include "util/u_simple_shaders.h"
-#include "util/u_math.h"
-#include "util/u_texture.h"
-#include "util/u_half.h"
-#include "util/u_surface.h"
-
-#include "cso_cache/cso_context.h"
-
-
-struct gen_mipmap_state
-{
-   struct pipe_context *pipe;
-   struct cso_context *cso;
-
-   struct pipe_blend_state blend_keep_color, blend_write_color;
-   struct pipe_depth_stencil_alpha_state dsa_keep_depth, dsa_write_depth;
-   struct pipe_rasterizer_state rasterizer;
-   struct pipe_sampler_state sampler;
-   struct pipe_vertex_element velem[2];
-
-   void *vs;
-
-   /** Not all are used, but simplifies code */
-   void *fs_color[TGSI_TEXTURE_COUNT];
-   void *fs_depth[TGSI_TEXTURE_COUNT];
-
-   struct pipe_resource *vbuf;  /**< quad vertices */
-   unsigned vbuf_slot;
-
-   float vertices[4][2][4];   /**< vertex/texcoords for quad */
-};
-
-
-/**
- * Create a mipmap generation context.
- * The idea is to create one of these and re-use it each time we need to
- * generate a mipmap.
- */
-struct gen_mipmap_state *
-util_create_gen_mipmap(struct pipe_context *pipe,
-                       struct cso_context *cso)
-{
-   struct gen_mipmap_state *ctx;
-   uint i;
-
-   ctx = CALLOC_STRUCT(gen_mipmap_state);
-   if (!ctx)
-      return NULL;
-
-   ctx->pipe = pipe;
-   ctx->cso = cso;
-
-   /* disabled blending/masking */
-   memset(&ctx->blend_keep_color, 0, sizeof(ctx->blend_keep_color));
-   memset(&ctx->blend_write_color, 0, sizeof(ctx->blend_write_color));
-   ctx->blend_write_color.rt[0].colormask = PIPE_MASK_RGBA;
-
-   /* no-op depth/stencil/alpha */
-   memset(&ctx->dsa_keep_depth, 0, sizeof(ctx->dsa_keep_depth));
-   memset(&ctx->dsa_write_depth, 0, sizeof(ctx->dsa_write_depth));
-   ctx->dsa_write_depth.depth.enabled = 1;
-   ctx->dsa_write_depth.depth.func = PIPE_FUNC_ALWAYS;
-   ctx->dsa_write_depth.depth.writemask = 1;
-
-   /* rasterizer */
-   memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer));
-   ctx->rasterizer.cull_face = PIPE_FACE_NONE;
-   ctx->rasterizer.half_pixel_center = 1;
-   ctx->rasterizer.bottom_edge_rule = 1;
-   ctx->rasterizer.depth_clip = 1;
-
-   /* sampler state */
-   memset(&ctx->sampler, 0, sizeof(ctx->sampler));
-   ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
-   ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
-   ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
-   ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NEAREST;
-   ctx->sampler.normalized_coords = 1;
-
-   /* vertex elements state */
-   memset(&ctx->velem[0], 0, sizeof(ctx->velem[0]) * 2);
-   for (i = 0; i < 2; i++) {
-      ctx->velem[i].src_offset = i * 4 * sizeof(float);
-      ctx->velem[i].instance_divisor = 0;
-      ctx->velem[i].vertex_buffer_index = cso_get_aux_vertex_buffer_slot(cso);
-      ctx->velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
-   }
-
-   /* vertex data that doesn't change */
-   for (i = 0; i < 4; i++) {
-      ctx->vertices[i][0][2] = 0.0f; /* z */
-      ctx->vertices[i][0][3] = 1.0f; /* w */
-      ctx->vertices[i][1][3] = 1.0f; /* q */
-   }
-
-   /* Note: the actual vertex buffer is allocated as needed below */
-
-   return ctx;
-}
-
-
-/**
- * Helper function to set the fragment shaders.
- */
-static INLINE void
-set_fragment_shader(struct gen_mipmap_state *ctx, uint type,
-                    boolean output_depth)
-{
-   if (output_depth) {
-      if (!ctx->fs_depth[type])
-         ctx->fs_depth[type] =
-            util_make_fragment_tex_shader_writedepth(ctx->pipe, type,
-                                                     TGSI_INTERPOLATE_LINEAR);
-
-      cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth[type]);
-   }
-   else {
-      if (!ctx->fs_color[type])
-         ctx->fs_color[type] =
-            util_make_fragment_tex_shader(ctx->pipe, type,
-                                          TGSI_INTERPOLATE_LINEAR);
-
-      cso_set_fragment_shader_handle(ctx->cso, ctx->fs_color[type]);
-   }
-}
-
-
-/**
- * Helper function to set the vertex shader.
- */
-static INLINE void
-set_vertex_shader(struct gen_mipmap_state *ctx)
-{
-   /* vertex shader - still required to provide the linkage between
-    * fragment shader input semantics and vertex_element/buffers.
-    */
-   if (!ctx->vs)
-   {
-      const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
-                                      TGSI_SEMANTIC_GENERIC };
-      const uint semantic_indexes[] = { 0, 0 };
-      ctx->vs = util_make_vertex_passthrough_shader(ctx->pipe, 2,
-                                                    semantic_names,
-                                                    semantic_indexes);
-   }
-
-   cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
-}
-
-
-/**
- * Get next "slot" of vertex space in the vertex buffer.
- * We're allocating one large vertex buffer and using it piece by piece.
- */
-static unsigned
-get_next_slot(struct gen_mipmap_state *ctx)
-{
-   const unsigned max_slots = 4096 / sizeof ctx->vertices;
-
-   if (ctx->vbuf_slot >= max_slots) {
-      pipe_resource_reference(&ctx->vbuf, NULL);
-      ctx->vbuf_slot = 0;
-   }
-
-   if (!ctx->vbuf) {
-      ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
-                                     PIPE_BIND_VERTEX_BUFFER,
-                                     PIPE_USAGE_STREAM,
-                                     max_slots * sizeof ctx->vertices);
-   }
-   
-   return ctx->vbuf_slot++ * sizeof ctx->vertices;
-}
-
-
-static unsigned
-set_vertex_data(struct gen_mipmap_state *ctx,
-                enum pipe_texture_target tex_target,
-                uint face, float r)
-{
-   unsigned offset;
-
-   /* vert[0].position */
-   ctx->vertices[0][0][0] = -1.0f; /*x*/
-   ctx->vertices[0][0][1] = -1.0f; /*y*/
-
-   /* vert[1].position */
-   ctx->vertices[1][0][0] = 1.0f;
-   ctx->vertices[1][0][1] = -1.0f;
-
-   /* vert[2].position */
-   ctx->vertices[2][0][0] = 1.0f;
-   ctx->vertices[2][0][1] = 1.0f;
-
-   /* vert[3].position */
-   ctx->vertices[3][0][0] = -1.0f;
-   ctx->vertices[3][0][1] = 1.0f;
-
-   /* Setup vertex texcoords.  This is a little tricky for cube maps. */
-   if (tex_target == PIPE_TEXTURE_CUBE ||
-       tex_target == PIPE_TEXTURE_CUBE_ARRAY) {
-      static const float st[4][2] = {
-         {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
-      };
-
-      util_map_texcoords2d_onto_cubemap(face, &st[0][0], 2,
-                                        &ctx->vertices[0][1][0], 8,
-                                        FALSE);
-
-      /* set the layer for cube arrays */
-      ctx->vertices[0][1][3] = r;
-      ctx->vertices[1][1][3] = r;
-      ctx->vertices[2][1][3] = r;
-      ctx->vertices[3][1][3] = r;
-   }
-   else if (tex_target == PIPE_TEXTURE_1D_ARRAY) {
-      /* 1D texture array  */
-      ctx->vertices[0][1][0] = 0.0f; /*s*/
-      ctx->vertices[0][1][1] = r; /*t*/
-      ctx->vertices[0][1][2] = 0.0f;    /*r*/
-
-      ctx->vertices[1][1][0] = 1.0f;
-      ctx->vertices[1][1][1] = r;
-      ctx->vertices[1][1][2] = 0.0f;
-
-      ctx->vertices[2][1][0] = 1.0f;
-      ctx->vertices[2][1][1] = r;
-      ctx->vertices[2][1][2] = 0.0f;
-
-      ctx->vertices[3][1][0] = 0.0f;
-      ctx->vertices[3][1][1] = r;
-      ctx->vertices[3][1][2] = 0.0f;
-   } else {
-      /* 1D/2D/3D/2D array */
-      ctx->vertices[0][1][0] = 0.0f; /*s*/
-      ctx->vertices[0][1][1] = 0.0f; /*t*/
-      ctx->vertices[0][1][2] = r;    /*r*/
-
-      ctx->vertices[1][1][0] = 1.0f;
-      ctx->vertices[1][1][1] = 0.0f;
-      ctx->vertices[1][1][2] = r;
-
-      ctx->vertices[2][1][0] = 1.0f;
-      ctx->vertices[2][1][1] = 1.0f;
-      ctx->vertices[2][1][2] = r;
-
-      ctx->vertices[3][1][0] = 0.0f;
-      ctx->vertices[3][1][1] = 1.0f;
-      ctx->vertices[3][1][2] = r;
-   }
-
-   offset = get_next_slot( ctx );
-
-   pipe_buffer_write_nooverlap(ctx->pipe, ctx->vbuf,
-                               offset, sizeof(ctx->vertices), ctx->vertices);
-
-   return offset;
-}
-
-
-
-/**
- * Destroy a mipmap generation context
- */
-void
-util_destroy_gen_mipmap(struct gen_mipmap_state *ctx)
-{
-   struct pipe_context *pipe = ctx->pipe;
-   unsigned i;
-
-   for (i = 0; i < Elements(ctx->fs_color); i++)
-      if (ctx->fs_color[i])
-         pipe->delete_fs_state(pipe, ctx->fs_color[i]);
-
-   for (i = 0; i < Elements(ctx->fs_depth); i++)
-      if (ctx->fs_depth[i])
-         pipe->delete_fs_state(pipe, ctx->fs_depth[i]);
-
-   if (ctx->vs)
-      pipe->delete_vs_state(pipe, ctx->vs);
-
-   pipe_resource_reference(&ctx->vbuf, NULL);
-
-   FREE(ctx);
-}
+#include "util/u_format.h"
+#include "util/u_inlines.h"
 
 
 /**
  * Generate mipmap images.  It's assumed all needed texture memory is
  * already allocated.
  *
- * \param psv  the sampler view to the texture to generate mipmap levels for
- * \param face  which cube face to generate mipmaps for (0 for non-cube maps)
- * \param baseLevel  the first mipmap level to use as a src
- * \param lastLevel  the last mipmap level to generate
+ * \param pt      the texture to generate mipmap levels for
+ * \param format  format of texture
+ * \param first_layer  the first layer to generate mipmap levels for
+ *                     (ignored for 3D textures)
+ * \param last_layer  the last layer to generate mipmap levels for
+ *                    (ignored for 3D textures)
+ * \param base_level  the first mipmap level to use as a src
+ * \param last_level  the last mipmap level to generate
  * \param filter  the minification filter used to generate mipmap levels with
- * \param filter  one of PIPE_TEX_FILTER_LINEAR, PIPE_TEX_FILTER_NEAREST
+ *                one of PIPE_TEX_FILTER_LINEAR, PIPE_TEX_FILTER_NEAREST
  */
-void
-util_gen_mipmap(struct gen_mipmap_state *ctx,
-                struct pipe_sampler_view *psv,
-                uint face, uint baseLevel, uint lastLevel, uint filter)
+boolean
+util_gen_mipmap(struct pipe_context *pipe, struct pipe_resource *pt,
+                enum pipe_format format, uint base_level, uint last_level,
+                uint first_layer, uint last_layer, uint filter)
 {
-   struct pipe_context *pipe = ctx->pipe;
    struct pipe_screen *screen = pipe->screen;
-   struct pipe_framebuffer_state fb;
-   struct pipe_resource *pt = psv->texture;
+   struct pipe_blit_info blit;
    uint dstLevel;
-   uint offset;
-   uint type;
-   boolean is_depth = util_format_is_depth_or_stencil(psv->format);
+   boolean is_zs = util_format_is_depth_or_stencil(format);
+   boolean has_depth =
+      util_format_has_depth(util_format_description(format));
+
+   /* nothing to do for stencil-only formats */
+   if (is_zs && !has_depth)
+      return TRUE;
+
+   /* nothing to do for integer formats */
+   if (!is_zs && util_format_is_pure_integer(format))
+      return TRUE;
+
+   if (!screen->is_format_supported(screen, format, pt->target,
+                                    pt->nr_samples,
+                                    PIPE_BIND_SAMPLER_VIEW |
+                                    (is_zs ? PIPE_BIND_DEPTH_STENCIL :
+                                     PIPE_BIND_RENDER_TARGET))) {
+      return FALSE;
+   }
 
    /* The texture object should have room for the levels which we're
     * about to generate.
     */
-   assert(lastLevel <= pt->last_level);
+   assert(last_level <= pt->last_level);
 
    /* If this fails, why are we here? */
-   assert(lastLevel > baseLevel);
-
+   assert(last_level > base_level);
    assert(filter == PIPE_TEX_FILTER_LINEAR ||
           filter == PIPE_TEX_FILTER_NEAREST);
 
-   type = util_pipe_tex_to_tgsi_tex(pt->target, 1);
-
-   /* check if we can render in the texture's format */
-   if (!screen->is_format_supported(screen, psv->format, pt->target,
-                                    pt->nr_samples,
-                                    is_depth ? PIPE_BIND_DEPTH_STENCIL :
-                                               PIPE_BIND_RENDER_TARGET)) {
-      /* The caller should check if the format is renderable. */
-      assert(0);
-      return;
-   }
-
-   /* save state (restored below) */
-   cso_save_blend(ctx->cso);
-   cso_save_depth_stencil_alpha(ctx->cso);
-   cso_save_rasterizer(ctx->cso);
-   cso_save_sample_mask(ctx->cso);
-   cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
-   cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
-   cso_save_stream_outputs(ctx->cso);
-   cso_save_framebuffer(ctx->cso);
-   cso_save_fragment_shader(ctx->cso);
-   cso_save_vertex_shader(ctx->cso);
-   cso_save_geometry_shader(ctx->cso);
-   cso_save_viewport(ctx->cso);
-   cso_save_vertex_elements(ctx->cso);
-   cso_save_aux_vertex_buffer_slot(ctx->cso);
-   cso_save_render_condition(ctx->cso);
+   memset(&blit, 0, sizeof(blit));
+   blit.src.resource = blit.dst.resource = pt;
+   blit.src.format = blit.dst.format = format;
+   /* don't set the stencil mask, stencil shouldn't be changed */
+   blit.mask = is_zs ? PIPE_MASK_Z : PIPE_MASK_RGBA;
+   blit.filter = filter;
 
-   /* bind our state */
-   cso_set_blend(ctx->cso, is_depth ? &ctx->blend_keep_color :
-                                      &ctx->blend_write_color);
-   cso_set_depth_stencil_alpha(ctx->cso, is_depth ? &ctx->dsa_write_depth :
-                                                    &ctx->dsa_keep_depth);
-   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
-   cso_set_sample_mask(ctx->cso, ~0);
-   cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
-   cso_set_stream_outputs(ctx->cso, 0, NULL, NULL);
-   cso_set_render_condition(ctx->cso, NULL, FALSE, 0);
+   for (dstLevel = base_level + 1; dstLevel <= last_level; dstLevel++) {
+      blit.src.level = dstLevel - 1;
+      blit.dst.level = dstLevel;
 
-   set_fragment_shader(ctx, type, is_depth);
-   set_vertex_shader(ctx);
-   cso_set_geometry_shader_handle(ctx->cso, NULL);
+      blit.src.box.width = u_minify(pt->width0, blit.src.level);
+      blit.src.box.height = u_minify(pt->height0, blit.src.level);
 
-   /* init framebuffer state */
-   memset(&fb, 0, sizeof(fb));
+      blit.dst.box.width = u_minify(pt->width0, blit.dst.level);
+      blit.dst.box.height = u_minify(pt->height0, blit.dst.level);
 
-   /* set min/mag to same filter for faster sw speed */
-   ctx->sampler.mag_img_filter = filter;
-   ctx->sampler.min_img_filter = filter;
-
-   for (dstLevel = baseLevel + 1; dstLevel <= lastLevel; dstLevel++) {
-      const uint srcLevel = dstLevel - 1;
-      struct pipe_viewport_state vp;
-      unsigned nr_layers, layer, i;
-      float rcoord = 0.0f;
-
-      if (pt->target == PIPE_TEXTURE_3D)
-         nr_layers = u_minify(pt->depth0, dstLevel);
-      else if (pt->target == PIPE_TEXTURE_2D_ARRAY ||
-               pt->target == PIPE_TEXTURE_1D_ARRAY ||
-               pt->target == PIPE_TEXTURE_CUBE_ARRAY)
-	 nr_layers = pt->array_size;
-      else
-         nr_layers = 1;
-
-      for (i = 0; i < nr_layers; i++) {
-         struct pipe_surface *surf, surf_templ;
-         if (pt->target == PIPE_TEXTURE_3D) {
-            /* in theory with geom shaders and driver with full layer support
-               could do that in one go. */
-            layer = i;
-            /* XXX hmm really? */
-            rcoord = (float)layer / (float)nr_layers + 1.0f / (float)(nr_layers * 2);
-         } else if (pt->target == PIPE_TEXTURE_2D_ARRAY ||
-                    pt->target == PIPE_TEXTURE_1D_ARRAY) {
-	    layer = i;
-	    rcoord = (float)layer;
-         } else if (pt->target == PIPE_TEXTURE_CUBE_ARRAY) {
-            layer = i;
-            face = layer % 6;
-            rcoord = layer / 6;
-	 } else
-            layer = face;
-
-         u_surface_default_template(&surf_templ, pt);
-         surf_templ.u.tex.level = dstLevel;
-         surf_templ.u.tex.first_layer = layer;
-         surf_templ.u.tex.last_layer = layer;
-         surf = pipe->create_surface(pipe, pt, &surf_templ);
-
-         /*
-          * Setup framebuffer / dest surface
-          */
-         if (is_depth) {
-            fb.nr_cbufs = 0;
-            fb.zsbuf = surf;
-         }
-         else {
-            fb.nr_cbufs = 1;
-            fb.cbufs[0] = surf;
-         }
-         fb.width = u_minify(pt->width0, dstLevel);
-         fb.height = u_minify(pt->height0, dstLevel);
-         cso_set_framebuffer(ctx->cso, &fb);
-
-         /* viewport */
-         vp.scale[0] = 0.5f * fb.width;
-         vp.scale[1] = 0.5f * fb.height;
-         vp.scale[2] = 1.0f;
-         vp.scale[3] = 1.0f;
-         vp.translate[0] = 0.5f * fb.width;
-         vp.translate[1] = 0.5f * fb.height;
-         vp.translate[2] = 0.0f;
-         vp.translate[3] = 0.0f;
-         cso_set_viewport(ctx->cso, &vp);
-
-         /*
-          * Setup sampler state
-          * Note: we should only have to set the min/max LOD clamps to ensure
-          * we grab texels from the right mipmap level.  But some hardware
-          * has trouble with min clamping so we also set the lod_bias to
-          * try to work around that.
-          */
-         ctx->sampler.min_lod = ctx->sampler.max_lod = (float) srcLevel;
-         ctx->sampler.lod_bias = (float) srcLevel;
-         cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
-         cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT);
-
-         cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &psv);
-
-         /* quad coords in clip coords */
-         offset = set_vertex_data(ctx,
-                                  pt->target,
-                                  face,
-                                  rcoord);
-
-         util_draw_vertex_buffer(ctx->pipe,
-                                 ctx->cso,
-                                 ctx->vbuf,
-                                 cso_get_aux_vertex_buffer_slot(ctx->cso),
-                                 offset,
-                                 PIPE_PRIM_TRIANGLE_FAN,
-                                 4,  /* verts */
-                                 2); /* attribs/vert */
-
-         /* need to signal that the texture has changed _after_ rendering to it */
-         pipe_surface_reference( &surf, NULL );
+      if (pt->target == PIPE_TEXTURE_3D) {
+         /* generate all layers/slices at once */
+         blit.src.box.z = blit.dst.box.z = 0;
+         blit.src.box.depth = util_max_layer(pt, blit.src.level)+1;
+         blit.dst.box.depth = util_max_layer(pt, blit.dst.level)+1;
+      }
+      else {
+         blit.src.box.z = blit.dst.box.z = first_layer;
+         blit.src.box.depth = blit.dst.box.depth =
+            (last_layer + 1 - first_layer);
       }
-   }
 
-   /* restore state we changed */
-   cso_restore_blend(ctx->cso);
-   cso_restore_depth_stencil_alpha(ctx->cso);
-   cso_restore_rasterizer(ctx->cso);
-   cso_restore_sample_mask(ctx->cso);
-   cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
-   cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
-   cso_restore_framebuffer(ctx->cso);
-   cso_restore_fragment_shader(ctx->cso);
-   cso_restore_vertex_shader(ctx->cso);
-   cso_restore_geometry_shader(ctx->cso);
-   cso_restore_viewport(ctx->cso);
-   cso_restore_vertex_elements(ctx->cso);
-   cso_restore_stream_outputs(ctx->cso);
-   cso_restore_aux_vertex_buffer_slot(ctx->cso);
-   cso_restore_render_condition(ctx->cso);
+      pipe->blit(pipe, &blit);
+   }
+   return TRUE;
 }
diff --git a/src/gallium/auxiliary/util/u_gen_mipmap.h b/src/gallium/auxiliary/util/u_gen_mipmap.h
index ffeff42..99d0178 100644
--- a/src/gallium/auxiliary/util/u_gen_mipmap.h
+++ b/src/gallium/auxiliary/util/u_gen_mipmap.h
@@ -35,26 +35,13 @@
 extern "C" {
 #endif
 
-   
-struct pipe_context;
-struct pipe_resource;
-struct cso_context;
-
-struct gen_mipmap_state;
-
-
-extern struct gen_mipmap_state *
-util_create_gen_mipmap(struct pipe_context *pipe, struct cso_context *cso);
-
-
-extern void
-util_destroy_gen_mipmap(struct gen_mipmap_state *ctx);
 
+struct pipe_context;
 
-extern void
-util_gen_mipmap(struct gen_mipmap_state *ctx,
-                struct pipe_sampler_view *psv,
-                uint layer, uint baseLevel, uint lastLevel, uint filter);
+extern boolean
+util_gen_mipmap(struct pipe_context *pipe, struct pipe_resource *pt,
+                enum pipe_format format, uint base_level, uint last_level,
+                uint first_layer, uint last_layer, uint filter);
 
 
 #ifdef __cplusplus
diff --git a/src/mesa/state_tracker/st_context.c b/src/mesa/state_tracker/st_context.c
index 807a86f..c7f3ec6 100644
--- a/src/mesa/state_tracker/st_context.c
+++ b/src/mesa/state_tracker/st_context.c
@@ -152,7 +152,6 @@ st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe,
    st_init_bitmap(st);
    st_init_clear(st);
    st_init_draw( st );
-   st_init_generate_mipmap(st);
 
    /* Choose texture target for glDrawPixels, glBitmap, renderbuffers */
    if (pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
@@ -254,7 +253,6 @@ static void st_destroy_context_priv( struct st_context *st )
 
    st_destroy_atoms( st );
    st_destroy_draw( st );
-   st_destroy_generate_mipmap(st);
    st_destroy_clear(st);
    st_destroy_bitmap(st);
    st_destroy_drawpix(st);
diff --git a/src/mesa/state_tracker/st_context.h b/src/mesa/state_tracker/st_context.h
index 0e00dd4..361a24b 100644
--- a/src/mesa/state_tracker/st_context.h
+++ b/src/mesa/state_tracker/st_context.h
@@ -188,7 +188,6 @@ struct st_context
    void *passthrough_fs;  /**< simple pass-through frag shader */
 
    enum pipe_texture_target internal_target;
-   struct gen_mipmap_state *gen_mipmap;
 
    struct cso_context *cso_context;
 
diff --git a/src/mesa/state_tracker/st_gen_mipmap.c b/src/mesa/state_tracker/st_gen_mipmap.c
index f1864fc..18cf504 100644
--- a/src/mesa/state_tracker/st_gen_mipmap.c
+++ b/src/mesa/state_tracker/st_gen_mipmap.c
@@ -44,64 +44,6 @@
 
 
 /**
- * one-time init for generate mipmap
- * XXX Note: there may be other times we need no-op/simple state like this.
- * In that case, some code refactoring would be good.
- */
-void
-st_init_generate_mipmap(struct st_context *st)
-{
-   st->gen_mipmap = util_create_gen_mipmap(st->pipe, st->cso_context);
-}
-
-
-void
-st_destroy_generate_mipmap(struct st_context *st)
-{
-   util_destroy_gen_mipmap(st->gen_mipmap);
-   st->gen_mipmap = NULL;
-}
-
-
-/**
- * Generate mipmap levels using hardware rendering.
- * \return TRUE if successful, FALSE if not possible
- */
-static boolean
-st_render_mipmap(struct st_context *st,
-                 GLenum target,
-                 struct st_texture_object *stObj,
-                 uint baseLevel, uint lastLevel)
-{
-   struct pipe_context *pipe = st->pipe;
-   struct pipe_screen *screen = pipe->screen;
-   struct pipe_sampler_view *psv;
-   const uint face = _mesa_tex_target_to_face(target);
-
-#if 0
-   assert(target != GL_TEXTURE_3D); /* implemented but untested */
-#endif
-
-   /* check if we can render in the texture's format */
-   /* XXX should probably kill this and always use util_gen_mipmap
-      since this implements a sw fallback as well */
-   if (!screen->is_format_supported(screen, stObj->pt->format,
-                                    stObj->pt->target,
-                                    0, PIPE_BIND_RENDER_TARGET)) {
-      return FALSE;
-   }
-
-   psv = st_create_texture_sampler_view(pipe, stObj->pt);
-
-   util_gen_mipmap(st->gen_mipmap, psv, face, baseLevel, lastLevel,
-                   PIPE_TEX_FILTER_LINEAR);
-
-   pipe_sampler_view_reference(&psv, NULL);
-
-   return TRUE;
-}
-
-/**
  * Compute the expected number of mipmap levels in the texture given
  * the width/height/depth of the base image and the GL_TEXTURE_BASE_LEVEL/
  * GL_TEXTURE_MAX_LEVEL settings.  This will tell us how many mipmap
@@ -136,7 +78,7 @@ st_generate_mipmap(struct gl_context *ctx, GLenum target,
    struct st_texture_object *stObj = st_texture_object(texObj);
    struct pipe_resource *pt = st_get_texobj_resource(texObj);
    const uint baseLevel = texObj->BaseLevel;
-   uint lastLevel;
+   uint lastLevel, first_layer, last_layer;
    uint dstLevel;
 
    if (!pt)
@@ -195,12 +137,19 @@ st_generate_mipmap(struct gl_context *ctx, GLenum target,
 
    assert(pt->last_level >= lastLevel);
 
+   if (pt->target == PIPE_TEXTURE_CUBE) {
+      first_layer = last_layer = _mesa_tex_target_to_face(target);
+   }
+   else {
+      first_layer = 0;
+      last_layer = util_max_layer(pt, baseLevel);
+   }
+
    /* Try to generate the mipmap by rendering/texturing.  If that fails,
     * use the software fallback.
     */
-   if (!st_render_mipmap(st, target, stObj, baseLevel, lastLevel)) {
-      /* since the util code actually also has a fallback, should
-         probably make it never fail and kill this */
+   if (!util_gen_mipmap(st->pipe, pt, pt->format, baseLevel, lastLevel,
+                        first_layer, last_layer, PIPE_TEX_FILTER_LINEAR)) {
       _mesa_generate_mipmap(ctx, target, texObj);
    }
 
diff --git a/src/mesa/state_tracker/st_gen_mipmap.h b/src/mesa/state_tracker/st_gen_mipmap.h
index 64eb397..4cc2089 100644
--- a/src/mesa/state_tracker/st_gen_mipmap.h
+++ b/src/mesa/state_tracker/st_gen_mipmap.h
@@ -34,14 +34,6 @@
 
 struct gl_context;
 struct gl_texture_object;
-struct st_context;
-
-extern void
-st_init_generate_mipmap(struct st_context *st);
-
-
-extern void
-st_destroy_generate_mipmap(struct st_context *st);
 
 
 extern void




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