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gallium: use new gallium utility code for generating mipmaps
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11d723cda6
commit
088c6404fc
2 changed files with 8 additions and 230 deletions
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@ -146,18 +146,7 @@ struct st_context
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struct st_fragment_program *combined_prog;
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} bitmap;
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/** For gen/render mipmap feature */
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struct {
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struct pipe_blend_state blend;
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struct pipe_depth_stencil_alpha_state depthstencil;
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struct pipe_rasterizer_state rasterizer;
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void *blend_cso;
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void *depthstencil_cso;
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void *rasterizer_cso;
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struct st_fragment_program *stfp;
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struct st_vertex_program *stvp;
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} gen_mipmap;
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struct gen_mipmap_state *gen_mipmap;
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struct cso_context *cso_context;
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};
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@ -37,6 +37,8 @@
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#include "pipe/p_defines.h"
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#include "pipe/p_inlines.h"
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#include "pipe/p_winsys.h"
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#include "util/u_gen_mipmap.h"
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#include "cso_cache/cso_cache.h"
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#include "cso_cache/cso_context.h"
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@ -49,55 +51,6 @@
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#include "st_cb_texture.h"
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static struct st_fragment_program *
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make_tex_fragment_program(GLcontext *ctx)
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{
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struct st_fragment_program *stfp;
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struct gl_program *p;
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GLuint ic = 0;
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p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
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if (!p)
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return NULL;
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p->NumInstructions = 2;
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p->Instructions = _mesa_alloc_instructions(p->NumInstructions);
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if (!p->Instructions) {
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ctx->Driver.DeleteProgram(ctx, p);
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return NULL;
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}
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_mesa_init_instructions(p->Instructions, p->NumInstructions);
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/* TEX result.color, fragment.texcoord[0], texture[0], 2D; */
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p->Instructions[ic].Opcode = OPCODE_TEX;
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p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
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p->Instructions[ic].DstReg.Index = FRAG_RESULT_COLR;
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p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
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p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_TEX0;
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p->Instructions[ic].TexSrcUnit = 0;
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p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
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ic++;
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/* END; */
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p->Instructions[ic++].Opcode = OPCODE_END;
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assert(ic == p->NumInstructions);
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p->InputsRead = FRAG_BIT_TEX0;
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p->OutputsWritten = (1 << FRAG_RESULT_COLR);
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stfp = (struct st_fragment_program *) p;
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st_translate_fragment_program(ctx->st, stfp, NULL);
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return stfp;
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}
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/**
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* one-time init for generate mipmap
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* XXX Note: there may be other times we need no-op/simple state like this.
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@ -106,117 +59,18 @@ make_tex_fragment_program(GLcontext *ctx)
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void
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st_init_generate_mipmap(struct st_context *st)
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{
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struct pipe_context *pipe = st->pipe;
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struct pipe_blend_state blend;
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struct pipe_rasterizer_state rasterizer;
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struct pipe_depth_stencil_alpha_state depthstencil;
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/* we don't use blending, but need to set valid values */
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memset(&blend, 0, sizeof(blend));
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blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
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blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
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blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
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blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
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blend.colormask = PIPE_MASK_RGBA;
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st->gen_mipmap.blend = blend;
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st->gen_mipmap.blend_cso = pipe->create_blend_state(pipe, &blend);
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memset(&depthstencil, 0, sizeof(depthstencil));
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st->gen_mipmap.depthstencil_cso = pipe->create_depth_stencil_alpha_state(pipe, &depthstencil);
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/* Note: we're assuming zero is valid for all non-specified fields */
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memset(&rasterizer, 0, sizeof(rasterizer));
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rasterizer.front_winding = PIPE_WINDING_CW;
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rasterizer.cull_mode = PIPE_WINDING_NONE;
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st->gen_mipmap.rasterizer_cso = pipe->create_rasterizer_state(pipe, &rasterizer);
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st->gen_mipmap.stfp = make_tex_fragment_program(st->ctx);
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st->gen_mipmap.stvp = st_make_passthrough_vertex_shader(st, GL_FALSE);
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st->gen_mipmap = util_create_gen_mipmap(st->pipe);
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}
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void
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st_destroy_generate_mipmpap(struct st_context *st)
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{
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struct pipe_context *pipe = st->pipe;
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pipe->delete_blend_state(pipe, st->gen_mipmap.blend_cso);
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pipe->delete_depth_stencil_alpha_state(pipe, st->gen_mipmap.depthstencil_cso);
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pipe->delete_rasterizer_state(pipe, st->gen_mipmap.rasterizer_cso);
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/* XXX free stfp, stvp */
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util_destroy_gen_mipmap(st->gen_mipmap);
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st->gen_mipmap = NULL;
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}
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static void
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simple_viewport(struct pipe_context *pipe, uint width, uint height)
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{
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struct pipe_viewport_state vp;
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vp.scale[0] = 0.5 * width;
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vp.scale[1] = -0.5 * height;
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vp.scale[2] = 1.0;
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vp.scale[3] = 1.0;
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vp.translate[0] = 0.5 * width;
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vp.translate[1] = 0.5 * height;
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vp.translate[2] = 0.0;
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vp.translate[3] = 0.0;
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pipe->set_viewport_state(pipe, &vp);
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}
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/*
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* Draw simple [-1,1]x[-1,1] quad
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*/
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static void
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draw_quad(GLcontext *ctx)
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{
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GLfloat verts[4][2][4]; /* four verts, two attribs, XYZW */
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GLuint i;
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GLfloat sLeft = 0.0, sRight = 1.0;
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GLfloat tTop = 1.0, tBot = 0.0;
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GLfloat x0 = -1.0, x1 = 1.0;
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GLfloat y0 = -1.0, y1 = 1.0;
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/* upper-left */
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verts[0][0][0] = x0; /* attr[0].x */
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verts[0][0][1] = y0; /* attr[0].y */
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verts[0][1][0] = sLeft; /* attr[1].s */
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verts[0][1][1] = tTop; /* attr[1].t */
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/* upper-right */
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verts[1][0][0] = x1;
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verts[1][0][1] = y0;
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verts[1][1][0] = sRight;
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verts[1][1][1] = tTop;
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/* lower-right */
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verts[2][0][0] = x1;
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verts[2][0][1] = y1;
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verts[2][1][0] = sRight;
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verts[2][1][1] = tBot;
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/* lower-left */
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verts[3][0][0] = x0;
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verts[3][0][1] = y1;
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verts[3][1][0] = sLeft;
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verts[3][1][1] = tBot;
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/* same for all verts: */
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for (i = 0; i < 4; i++) {
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verts[i][0][2] = 0.0; /*Z*/
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verts[i][0][3] = 1.0; /*W*/
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verts[i][1][2] = 0.0; /*R*/
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verts[i][1][3] = 1.0; /*Q*/
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}
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st_draw_vertices(ctx, PIPE_PRIM_QUADS, 4, (float *) verts, 2, GL_TRUE);
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}
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/**
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* Generate mipmap levels using hardware rendering.
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* \return TRUE if successful, FALSE if not possible
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@ -229,12 +83,7 @@ st_render_mipmap(struct st_context *st,
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{
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struct pipe_context *pipe = st->pipe;
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struct pipe_screen *screen = pipe->screen;
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struct pipe_framebuffer_state fb;
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struct pipe_sampler_state sampler;
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void *sampler_cso;
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const uint face = _mesa_tex_target_to_face(target), zslice = 0;
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/*const uint first_level_save = pt->first_level;*/
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uint dstLevel;
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const uint face = _mesa_tex_target_to_face(target);
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assert(target != GL_TEXTURE_3D); /* not done yet */
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@ -243,67 +92,7 @@ st_render_mipmap(struct st_context *st,
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return FALSE;
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}
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/* init framebuffer state */
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memset(&fb, 0, sizeof(fb));
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fb.num_cbufs = 1;
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/* sampler state */
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memset(&sampler, 0, sizeof(sampler));
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sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
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sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
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sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
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sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NEAREST;
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sampler.min_img_filter = PIPE_TEX_FILTER_LINEAR;
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sampler.mag_img_filter = PIPE_TEX_FILTER_LINEAR;
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sampler.normalized_coords = 1;
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/* bind state */
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cso_set_blend(st->cso_context, &st->gen_mipmap.blend);
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cso_set_depth_stencil_alpha(st->cso_context, &st->gen_mipmap.depthstencil);
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cso_set_rasterizer(st->cso_context, &st->gen_mipmap.rasterizer);
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/* bind shaders */
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pipe->bind_fs_state(pipe, st->gen_mipmap.stfp->driver_shader);
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pipe->bind_vs_state(pipe, st->gen_mipmap.stvp->driver_shader);
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/*
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* XXX for small mipmap levels, it may be faster to use the software
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* fallback path...
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*/
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for (dstLevel = baseLevel + 1; dstLevel <= lastLevel; dstLevel++) {
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const uint srcLevel = dstLevel - 1;
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/*
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* Setup framebuffer / dest surface
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*/
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fb.cbufs[0] = screen->get_tex_surface(screen, pt, face, dstLevel, zslice);
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pipe->set_framebuffer_state(pipe, &fb);
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/*
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* Setup sampler state
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* Note: we should only have to set the min/max LOD clamps to ensure
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* we grab texels from the right mipmap level. But some hardware
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* has trouble with min clamping so we also set the lod_bias to
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* try to work around that.
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*/
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sampler.min_lod = sampler.max_lod = srcLevel;
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sampler.lod_bias = srcLevel;
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sampler_cso = pipe->create_sampler_state(pipe, &sampler);
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pipe->bind_sampler_states(pipe, 1, &sampler_cso);
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simple_viewport(pipe, pt->width[dstLevel], pt->height[dstLevel]);
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pipe->set_sampler_textures(pipe, 1, &pt);
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draw_quad(st->ctx);
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pipe->flush(pipe, PIPE_FLUSH_WAIT);
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/*pipe->texture_update(pipe, pt); not really needed */
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pipe->delete_sampler_state(pipe, sampler_cso);
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}
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util_gen_mipmap(st->gen_mipmap, pt, face, baseLevel, lastLevel);
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/* restore pipe state */
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#if 0
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