--- /dev/null
+/*
+ * Copyright © 2016 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#include "main/mipmap.h"
+#include "main/teximage.h"
+#include "brw_blorp.h"
+#include "brw_context.h"
+#include "intel_tex.h"
+#include "drivers/common/meta.h"
+
+#define FILE_DEBUG_FLAG DEBUG_BLORP
+
+
+/**
+ * The GenerateMipmap() driver hook.
+ */
+void
+brw_generate_mipmap(struct gl_context *ctx, GLenum target,
+ struct gl_texture_object *tex_obj)
+{
+ struct brw_context *brw = brw_context(ctx);
+ struct gen_device_info *devinfo = &brw->screen->devinfo;
+ struct intel_texture_object *intel_obj = intel_texture_object(tex_obj);
+ const unsigned base_level = tex_obj->BaseLevel;
+ unsigned last_level, first_layer, last_layer;
+
+ /* Blorp doesn't handle combined depth/stencil surfaces on Gen4-5 yet. */
+ if (devinfo->gen <= 5 &&
+ (tex_obj->Image[0][base_level]->_BaseFormat == GL_DEPTH_COMPONENT ||
+ tex_obj->Image[0][base_level]->_BaseFormat == GL_DEPTH_STENCIL)) {
+ _mesa_meta_GenerateMipmap(ctx, target, tex_obj);
+ return;
+ }
+
+ /* find expected last mipmap level to generate */
+ last_level = _mesa_compute_num_levels(ctx, tex_obj, target) - 1;
+
+ if (last_level == 0)
+ return;
+
+ /* The texture isn't in a "complete" state yet so set the expected
+ * last_level here; we're not going through normal texture validation.
+ */
+ intel_obj->_MaxLevel = last_level;
+
+ if (!tex_obj->Immutable) {
+ _mesa_prepare_mipmap_levels(ctx, tex_obj, base_level, last_level);
+
+ /* At this point, memory for all the texture levels has been
+ * allocated. However, the base level image may be in one resource
+ * while the subsequent/smaller levels may be in another resource.
+ * Finalizing the texture will copy the base images from the former
+ * resource to the latter.
+ *
+ * After this, we'll have all mipmap levels in one resource.
+ */
+ intel_finalize_mipmap_tree(brw, tex_obj);
+ }
+
+ struct intel_mipmap_tree *mt = intel_obj->mt;
+ if (!mt) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "mipmap generation");
+ return;
+ }
+
+ const mesa_format format = intel_obj->_Format;
+
+ /* Fall back to the CPU for non-renderable cases.
+ *
+ * TODO: 3D textures require blending data from multiple slices,
+ * which means we need custom shaders. For now, fall back.
+ */
+ if (!brw->mesa_format_supports_render[format] || target == GL_TEXTURE_3D) {
+ _mesa_generate_mipmap(ctx, target, tex_obj);
+ return;
+ }
+
+ const struct isl_extent4d *base_size = &mt->surf.logical_level0_px;
+
+ if (mt->target == GL_TEXTURE_CUBE_MAP) {
+ first_layer = _mesa_tex_target_to_face(target);
+ last_layer = first_layer;
+ } else {
+ first_layer = 0;
+ last_layer = base_size->array_len - 1;
+ }
+
+ for (unsigned dst_level = base_level + 1;
+ dst_level <= last_level;
+ dst_level++) {
+
+ const unsigned src_level = dst_level - 1;
+
+ for (unsigned layer = first_layer; layer <= last_layer; layer++) {
+ brw_blorp_blit_miptrees(brw, mt, src_level, layer, format,
+ SWIZZLE_XYZW, mt, dst_level, layer, format,
+ 0, 0,
+ minify(base_size->width, src_level),
+ minify(base_size->height, src_level),
+ 0, 0,
+ minify(base_size->width, dst_level),
+ minify(base_size->height, dst_level),
+ GL_LINEAR, false, false,
+ true, true);
+ }
+ }
+}