-
- struct pipe_surface *surf =
- screen->get_tex_surface(screen, pt, face, dstLevel, zslice,
- PIPE_BUFFER_USAGE_GPU_WRITE);
-
- /*
- * Setup framebuffer / dest surface
- */
- fb.cbufs[0] = surf;
- fb.width = u_minify(pt->width0, dstLevel);
- fb.height = u_minify(pt->height0, dstLevel);
- cso_set_framebuffer(ctx->cso, &fb);
-
- /*
- * Setup sampler state
- * Note: we should only have to set the min/max LOD clamps to ensure
- * we grab texels from the right mipmap level. But some hardware
- * has trouble with min clamping so we also set the lod_bias to
- * try to work around that.
- */
- ctx->sampler.min_lod = ctx->sampler.max_lod = (float) srcLevel;
- ctx->sampler.lod_bias = (float) srcLevel;
- cso_single_sampler(ctx->cso, 0, &ctx->sampler);
- cso_single_sampler_done(ctx->cso);
-
- cso_set_sampler_textures(ctx->cso, 1, &pt);
-
- /* quad coords in window coords (bypassing vs, clip and viewport) */
- offset = set_vertex_data(ctx,
- pt->target,
- face,
- (float) u_minify(pt->width0, dstLevel),
- (float) u_minify(pt->height0, dstLevel));
-
- util_draw_vertex_buffer(ctx->pipe,
- ctx->vbuf,
- offset,
- PIPE_PRIM_TRIANGLE_FAN,
- 4, /* verts */
- 2); /* attribs/vert */
-
- pipe->flush(pipe, PIPE_FLUSH_RENDER_CACHE, NULL);
-
- /* need to signal that the texture has changed _after_ rendering to it */
- pipe_surface_reference( &surf, NULL );
+ struct pipe_viewport_state vp;
+ unsigned nr_layers, layer, i;
+ float rcoord = 0.0f;
+
+ if (pt->target == PIPE_TEXTURE_3D)
+ nr_layers = u_minify(pt->depth0, dstLevel);
+ else if (pt->target == PIPE_TEXTURE_2D_ARRAY || pt->target == PIPE_TEXTURE_1D_ARRAY)
+ nr_layers = pt->array_size;
+ else
+ nr_layers = 1;
+
+ for (i = 0; i < nr_layers; i++) {
+ struct pipe_surface *surf, surf_templ;
+ if (pt->target == PIPE_TEXTURE_3D) {
+ /* in theory with geom shaders and driver with full layer support
+ could do that in one go. */
+ layer = i;
+ /* XXX hmm really? */
+ rcoord = (float)layer / (float)nr_layers + 1.0f / (float)(nr_layers * 2);
+ } else if (pt->target == PIPE_TEXTURE_2D_ARRAY || pt->target == PIPE_TEXTURE_1D_ARRAY) {
+ layer = i;
+ rcoord = (float)layer;
+ } else
+ layer = face;
+
+ memset(&surf_templ, 0, sizeof(surf_templ));
+ u_surface_default_template(&surf_templ, pt, PIPE_BIND_RENDER_TARGET);
+ surf_templ.u.tex.level = dstLevel;
+ surf_templ.u.tex.first_layer = layer;
+ surf_templ.u.tex.last_layer = layer;
+ surf = pipe->create_surface(pipe, pt, &surf_templ);
+
+ /*
+ * Setup framebuffer / dest surface
+ */
+ fb.cbufs[0] = surf;
+ fb.width = u_minify(pt->width0, dstLevel);
+ fb.height = u_minify(pt->height0, dstLevel);
+ cso_set_framebuffer(ctx->cso, &fb);
+
+ /* viewport */
+ vp.scale[0] = 0.5f * fb.width;
+ vp.scale[1] = 0.5f * fb.height;
+ vp.scale[2] = 1.0f;
+ vp.scale[3] = 1.0f;
+ vp.translate[0] = 0.5f * fb.width;
+ vp.translate[1] = 0.5f * fb.height;
+ vp.translate[2] = 0.0f;
+ vp.translate[3] = 0.0f;
+ cso_set_viewport(ctx->cso, &vp);
+
+ /*
+ * Setup sampler state
+ * Note: we should only have to set the min/max LOD clamps to ensure
+ * we grab texels from the right mipmap level. But some hardware
+ * has trouble with min clamping so we also set the lod_bias to
+ * try to work around that.
+ */
+ ctx->sampler.min_lod = ctx->sampler.max_lod = (float) srcLevel;
+ ctx->sampler.lod_bias = (float) srcLevel;
+ cso_single_sampler(ctx->cso, 0, &ctx->sampler);
+ cso_single_sampler_done(ctx->cso);
+
+ cso_set_fragment_sampler_views(ctx->cso, 1, &psv);
+
+ /* quad coords in clip coords */
+ offset = set_vertex_data(ctx,
+ pt->target,
+ face,
+ rcoord);
+
+ util_draw_vertex_buffer(ctx->pipe,
+ ctx->cso,
+ ctx->vbuf,
+ offset,
+ PIPE_PRIM_TRIANGLE_FAN,
+ 4, /* verts */
+ 2); /* attribs/vert */
+
+ pipe->flush(pipe, PIPE_FLUSH_RENDER_CACHE, NULL);
+
+ /* need to signal that the texture has changed _after_ rendering to it */
+ pipe_surface_reference( &surf, NULL );
+ }