[Mesa-dev] [PATCH] st/mesa: don't allocate mipmapped texture for NEAREST_MIPMAP_LINEAR
Marek Olšák
maraeo at gmail.com
Sat Aug 10 16:14:26 UTC 2019
Ping
On Fri., Aug. 2, 2019, 19:13 Marek Olšák, <maraeo at gmail.com> wrote:
> From: Marek Olšák <marek.olsak at amd.com>
>
> ---
> src/mesa/state_tracker/st_cb_texture.c | 12 ++++++++++++
> 1 file changed, 12 insertions(+)
>
> diff --git a/src/mesa/state_tracker/st_cb_texture.c
> b/src/mesa/state_tracker/st_cb_texture.c
> index 0edb3ea5c7e..1ace61863ff 100644
> --- a/src/mesa/state_tracker/st_cb_texture.c
> +++ b/src/mesa/state_tracker/st_cb_texture.c
> @@ -516,20 +516,32 @@ allocate_full_mipmap(const struct st_texture_object
> *stObj,
> return FALSE;
>
> if (stObj->base.BaseLevel == 0 && stObj->base.MaxLevel == 0)
> return FALSE;
>
> if (stObj->base.Sampler.MinFilter == GL_NEAREST ||
> stObj->base.Sampler.MinFilter == GL_LINEAR)
> /* not a mipmap minification filter */
> return FALSE;
>
> + /* If the following sequence of GL calls is used:
> + * glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, ...
> + * glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
> + *
> + * we would needlessly allocate a mipmapped texture, because the
> initial
> + * MinFilter is GL_NEAREST_MIPMAP_LINEAR. Catch this case and don't
> + * allocate a mipmapped texture by default. This may cause texture
> + * reallocation later, but GL_NEAREST_MIPMAP_LINEAR is pretty rare.
> + */
> + if (stObj->base.Sampler.MinFilter == GL_NEAREST_MIPMAP_LINEAR)
> + return FALSE;
> +
> if (stObj->base.Target == GL_TEXTURE_3D)
> /* 3D textures are seldom mipmapped */
> return FALSE;
>
> return TRUE;
> }
>
>
> /**
> * Try to allocate a pipe_resource object for the given st_texture_object.
> --
> 2.17.1
>
>
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