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https://git.sr.ht/~eliasnaur/gio
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gpu: implement automatic mipmaps for images
All GPU APIs except OpenGL ES 2 can generate mipmaps for textures. This trades 33% more GPU memory use for improved rendering quality and speed for downscaled images. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -7,6 +7,7 @@ import (
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"fmt"
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"image"
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"math"
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"math/bits"
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"unsafe"
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"golang.org/x/sys/windows"
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@@ -58,6 +59,7 @@ type Texture struct {
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width int
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height int
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mipmap bool
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foreign bool
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}
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@@ -219,17 +221,33 @@ func (b *Backend) NewTexture(format driver.TextureFormat, width, height int, min
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default:
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return nil, fmt.Errorf("unsupported texture format %d", format)
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}
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bindFlags := convBufferBinding(bindings)
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miscFlags := uint32(0)
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mipmap := minFilter == driver.FilterLinearMipmapLinear
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nmipmaps := 1
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if mipmap {
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// Flags required by ID3D11DeviceContext::GenerateMips.
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bindFlags |= d3d11.BIND_SHADER_RESOURCE | d3d11.BIND_RENDER_TARGET
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miscFlags |= d3d11.RESOURCE_MISC_GENERATE_MIPS
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dim := width
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if height > dim {
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dim = height
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}
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log2 := 32 - bits.LeadingZeros32(uint32(dim)) - 1
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nmipmaps = log2 + 1
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}
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tex, err := b.dev.CreateTexture2D(&d3d11.TEXTURE2D_DESC{
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Width: uint32(width),
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Height: uint32(height),
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MipLevels: 1,
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MipLevels: uint32(nmipmaps),
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ArraySize: 1,
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Format: d3dfmt,
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SampleDesc: d3d11.DXGI_SAMPLE_DESC{
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Count: 1,
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Quality: 0,
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},
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BindFlags: convBufferBinding(bindings),
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BindFlags: bindFlags,
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MiscFlags: miscFlags,
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})
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if err != nil {
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return nil, err
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@@ -247,6 +265,8 @@ func (b *Backend) NewTexture(format driver.TextureFormat, width, height int, min
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filter = d3d11.FILTER_MIN_MAG_MIP_POINT
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case minFilter == driver.FilterLinear && magFilter == driver.FilterLinear:
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filter = d3d11.FILTER_MIN_MAG_LINEAR_MIP_POINT
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case minFilter == driver.FilterLinearMipmapLinear && magFilter == driver.FilterLinear:
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filter = d3d11.FILTER_MIN_MAG_MIP_LINEAR
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default:
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d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
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return nil, fmt.Errorf("unsupported texture filter combination %d, %d", minFilter, magFilter)
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@@ -325,7 +345,7 @@ func (b *Backend) NewTexture(format driver.TextureFormat, width, height int, min
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return nil, err
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}
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}
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return &Texture{backend: b, format: d3dfmt, tex: tex, sampler: sampler, resView: resView, uaView: uaView, renderTarget: fbo, bindings: bindings, width: width, height: height}, nil
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return &Texture{backend: b, format: d3dfmt, tex: tex, sampler: sampler, resView: resView, uaView: uaView, renderTarget: fbo, bindings: bindings, width: width, height: height, mipmap: mipmap}, nil
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}
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func (b *Backend) newInputLayout(vertexShader shader.Sources, layout []driver.InputDesc) (*d3d11.InputLayout, error) {
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@@ -609,6 +629,9 @@ func (t *Texture) Upload(offset, size image.Point, pixels []byte, stride int) {
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}
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res := (*d3d11.Resource)(unsafe.Pointer(t.tex))
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t.backend.ctx.UpdateSubresource(res, dst, uint32(stride), uint32(len(pixels)), pixels)
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if t.mipmap {
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t.backend.ctx.GenerateMips(t.resView)
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}
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}
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func (t *Texture) Release() {
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