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-rw-r--r--src/mesa/state_tracker/st_gen_mipmap.c82
1 files changed, 80 insertions, 2 deletions
diff --git a/src/mesa/state_tracker/st_gen_mipmap.c b/src/mesa/state_tracker/st_gen_mipmap.c
index 58f6933652..f75b2348b8 100644
--- a/src/mesa/state_tracker/st_gen_mipmap.c
+++ b/src/mesa/state_tracker/st_gen_mipmap.c
@@ -27,6 +27,7 @@
#include "main/imports.h"
+#include "main/macros.h"
#include "main/mipmap.h"
#include "main/teximage.h"
#include "main/texformat.h"
@@ -161,6 +162,43 @@ fallback_generate_mipmap(GLcontext *ctx, GLenum target,
}
+/**
+ * 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
+ * level should be generated.
+ */
+static GLuint
+compute_num_levels(GLcontext *ctx,
+ struct gl_texture_object *texObj,
+ GLenum target)
+{
+ if (target == GL_TEXTURE_RECTANGLE_ARB) {
+ return 1;
+ }
+ else {
+ const GLuint maxLevels = texObj->MaxLevel - texObj->BaseLevel + 1;
+ const struct gl_texture_image *baseImage =
+ _mesa_get_tex_image(ctx, texObj, target, texObj->BaseLevel);
+ GLuint size, numLevels;
+
+ size = MAX2(baseImage->Width2, baseImage->Height2);
+ size = MAX2(size, baseImage->Depth2);
+
+ numLevels = 0;
+
+ while (size > 0) {
+ numLevels++;
+ size >>= 1;
+ }
+
+ numLevels = MIN2(numLevels, maxLevels);
+
+ return numLevels;
+ }
+}
+
+
void
st_generate_mipmap(GLcontext *ctx, GLenum target,
struct gl_texture_object *texObj)
@@ -174,9 +212,49 @@ st_generate_mipmap(GLcontext *ctx, GLenum target,
if (!pt)
return;
- lastLevel = pt->last_level;
+ /* find expected last mipmap level */
+ lastLevel = compute_num_levels(ctx, texObj, target) - 1;
+
+ 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 st_texture_object *stObj = st_texture_object(texObj);
+ struct pipe_texture *oldTex = stObj->pt;
+ GLboolean needFlush;
+
+ /* create new texture with space for more levels */
+ stObj->pt = st_texture_create(st,
+ oldTex->target,
+ oldTex->format,
+ lastLevel,
+ oldTex->width[0],
+ oldTex->height[0],
+ oldTex->depth[0],
+ oldTex->tex_usage);
+
+ /* The texture isn't in a "complete" state yet so set the expected
+ * lastLevel here, since it won't get done in st_finalize_texture().
+ */
+ stObj->lastLevel = lastLevel;
+
+ /* This will copy the old texture's base image into the new texture
+ * which we just allocated.
+ */
+ st_finalize_texture(ctx, st->pipe, texObj, &needFlush);
+
+ /* release the old tex (will likely be freed too) */
+ pipe_texture_reference(&oldTex, NULL);
+
+ pt = stObj->pt;
+ }
+
+ assert(lastLevel <= pt->last_level);
- if (!st_render_mipmap(st, target, pt, baseLevel, lastLevel)) {
+ /* Recall that the Mesa BaseLevel image is stored in the gallium
+ * texture's level[0] position. So pass baseLevel=0 here.
+ */
+ if (!st_render_mipmap(st, target, pt, 0, lastLevel)) {
fallback_generate_mipmap(ctx, target, texObj);
}