[Mesa-dev] [PATCH 2/2] st/mesa: simplify st_generate_mipmap()
Roland Scheidegger
sroland at vmware.com
Tue Mar 29 15:05:14 UTC 2016
Am 26.03.2016 um 18:21 schrieb Brian Paul:
> The whole st_generate_mipmap() function was overly complicated. Now
> we just call the new _mesa_prepare_mipmap_levels() function to prepare
> the texture mipmap memory, then call the generate function which fills
> in the texture images.
>
> This fixes a failed assertion in llvmpipe/softpipe which is hit with the
> new piglit generatemipmap-base-change test. Also fixes some device errors
> (format mismatches) with the VMware svga driver.
> ---
> src/mesa/state_tracker/st_gen_mipmap.c | 102 ++++++++-------------------------
> 1 file changed, 24 insertions(+), 78 deletions(-)
>
> diff --git a/src/mesa/state_tracker/st_gen_mipmap.c b/src/mesa/state_tracker/st_gen_mipmap.c
> index c4b3492..d854e20 100644
> --- a/src/mesa/state_tracker/st_gen_mipmap.c
> +++ b/src/mesa/state_tracker/st_gen_mipmap.c
> @@ -82,7 +82,6 @@ st_generate_mipmap(struct gl_context *ctx, GLenum target,
> const uint baseLevel = texObj->BaseLevel;
> enum pipe_format format;
> uint lastLevel, first_layer, last_layer;
> - uint dstLevel;
>
> if (!pt)
> return;
> @@ -103,42 +102,33 @@ st_generate_mipmap(struct gl_context *ctx, GLenum target,
> stObj->lastLevel = lastLevel;
>
> if (!texObj->Immutable) {
> - if (pt->last_level < lastLevel) {
> - /* The current gallium texture doesn't have space for all the
> - * mipmap levels we need to generate. So allocate a new texture.
> - */
> - struct pipe_resource *oldTex = stObj->pt;
> -
> - /* create new texture with space for more levels */
> - stObj->pt = st_texture_create(st,
> - oldTex->target,
> - oldTex->format,
> - lastLevel,
> - oldTex->width0,
> - oldTex->height0,
> - oldTex->depth0,
> - oldTex->array_size,
> - 0,
> - oldTex->bind);
> -
> - /* This will copy the old texture's base image into the new texture
> - * which we just allocated.
> - */
> - st_finalize_texture(ctx, st->pipe, texObj);
> -
> - /* release the old tex (will likely be freed too) */
> - pipe_resource_reference(&oldTex, NULL);
> - st_texture_release_all_sampler_views(st, stObj);
> - }
> - else {
> - /* Make sure that the base texture image data is present in the
> - * texture buffer.
> - */
> - st_finalize_texture(ctx, st->pipe, texObj);
> - }
> + const GLboolean genSave = texObj->GenerateMipmap;
> +
> + /* Temporarily set GenerateMipmap to true so that allocate_full_mipmap()
> + * makes the right decision about full mipmap allocation.
> + */
> + texObj->GenerateMipmap = GL_TRUE;
> +
> + _mesa_prepare_mipmap_levels(ctx, texObj, baseLevel, lastLevel);
> +
> + texObj->GenerateMipmap = genSave;
> +
> + /* At this point, memory for all the texture levels has been
> + * allocated. However, the base level image may be in one resource
> + * while the subsequent/smaller levels may be in another resource.
> + * Finalizing the texture will copy the base images from the former
> + * resource to the later.
> + *
> + * After this, we'll have all mipmap levels in one resource.
> + */
> + st_finalize_texture(ctx, st->pipe, texObj);
> }
>
> pt = stObj->pt;
> + if (!pt) {
> + _mesa_error(ctx, GL_OUT_OF_MEMORY, "mipmap generation");
> + return;
> + }
>
> assert(pt->last_level >= lastLevel);
>
> @@ -169,48 +159,4 @@ st_generate_mipmap(struct gl_context *ctx, GLenum target,
> _mesa_generate_mipmap(ctx, target, texObj);
> }
> }
> -
> - /* Fill in the Mesa gl_texture_image fields */
> - for (dstLevel = baseLevel + 1; dstLevel <= lastLevel; dstLevel++) {
> - const uint srcLevel = dstLevel - 1;
> - const struct gl_texture_image *srcImage
> - = _mesa_get_tex_image(ctx, texObj, target, srcLevel);
> - struct gl_texture_image *dstImage;
> - struct st_texture_image *stImage;
> - uint border = srcImage->Border;
> - uint dstWidth, dstHeight, dstDepth;
> -
> - dstWidth = u_minify(pt->width0, dstLevel);
> - if (texObj->Target == GL_TEXTURE_1D_ARRAY) {
> - dstHeight = pt->array_size;
> - }
> - else {
> - dstHeight = u_minify(pt->height0, dstLevel);
> - }
> - if (texObj->Target == GL_TEXTURE_2D_ARRAY ||
> - texObj->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
> - dstDepth = pt->array_size;
> - }
> - else {
> - dstDepth = u_minify(pt->depth0, dstLevel);
> - }
> -
> - dstImage = _mesa_get_tex_image(ctx, texObj, target, dstLevel);
> - if (!dstImage) {
> - _mesa_error(ctx, GL_OUT_OF_MEMORY, "generating mipmaps");
> - return;
> - }
> -
> - /* Free old image data */
> - ctx->Driver.FreeTextureImageBuffer(ctx, dstImage);
> -
> - /* initialize new image */
> - _mesa_init_teximage_fields(ctx, dstImage, dstWidth, dstHeight,
> - dstDepth, border, srcImage->InternalFormat,
> - srcImage->TexFormat);
> -
> - stImage = st_texture_image(dstImage);
> -
> - pipe_resource_reference(&stImage->pt, pt);
> - }
> }
>
This looks good to me.
For the series:
Reviewed-by: Roland Scheidegger <sroland at vmware.com>
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