CN111028314A - Method for generating Mipmap multi-detail-layer texture by GPU - Google Patents
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Abstract
The invention provides a method for generating a Mipmap multi-detail layer texture by a GPU, which comprises the following steps: 1) obtaining a Mipmap layer parameter: acquiring the width, height and depth of each Mipmap layer; 2) calculating one-dimensional marks and related information of each layer in each direction; 3) reading upper-layer texture tile data; 4) judging the state of each tile; 5) calculating a Mipmap according to the tile state and the depth information; 6) transferring the Mipmap to the tile to write into a buffer area; where tile represents a 4x4 pixel block, and the x and y coordinates of the bottom left-most pixel are all integer multiples of 4. The invention solves the problem of generating the Mipmap multi-detail layer texture by the GPU, and comprises the steps of improving the performance of a read-write buffer area when generating the Mipmap, unifying a read-write interface, and supporting the processing of multi-dimensional mipmaps, various internal texture formats and various edge conditions. The function of manually or automatically generating the Mipmap texture multiple detail layer which must be supported by the OpenGL requirement is correctly realized.
Description
Technical Field
The invention belongs to the technical field of computer graphics, and relates to a method for generating Mipmap multi-detail-layer texture by a GPU.
Background
In a graphics processor chip (GPU) design, it is necessary to support manual or automatic Mipmap texture multi-detail layer generation function required by OpenGL, a smaller texture image is usually a filtered and uniformly scaled version of a maximum resolution image, and each texture unit of the smaller texture image is an average value of 4 texture units of a texture image with a higher resolution. The texture resolution (odd/even) and the algorithm adopted by the Mipmap can cause the situation of the edge to be complicated in calculation, the Mipmap generation of one-dimensional and two-dimensional textures can be relatively uniform, but the generation of three-dimensional textures is logically higher than two-dimensional. How to comprehensively consider the performance of a read-write buffer area when generating the Mipmap, the unification of read-write interfaces, the calculation of the multidimensional Mipmap, the support of various internal texture formats and the classification of various edge conditions is a technical problem to be solved.
Disclosure of Invention
The invention aims to provide a method for generating a Mipmap multi-detail-layer texture by a GPU.
The technical solution of the invention is as follows:
a method for generating a Mipmap multi-detail layer texture by a GPU is provided, and the method comprises the following steps:
1) obtaining a Mipmap layer parameter:
acquiring the width, height and depth of each Mipmap layer;
2) calculating one-dimensional marks and related information of each layer in each direction;
3) reading upper-layer texture tile data;
4) judging the state of each tile;
5) calculating a Mipmap according to the tile state and the depth information;
6) transferring the Mipmap to the tile to write into a buffer area;
where tile represents a 4x4 pixel block, and the x and y coordinates of the bottom left-most pixel are all integer multiples of 4.
Further, the 2) comprises the following steps:
2.1) x-direction information:
calculating the number of tiles to be processed in the x direction according to the width of the last Mipmap layer, judging a one-dimensional mark in the x direction, and judging an x _ tile mark of the last tile in the x direction;
2.2) y-direction information:
calculating the number of tile rows to be processed in the y direction according to the height of the last Mipmap layer, judging a one-dimensional mark in the y direction, and judging a y _ tile mark of the last tile row in the y direction;
2.3) z-direction information:
calculating a Mipmap depth value required to be calculated in the z direction and a one-dimensional mark in the z direction according to the depth of the last Mipmap layer;
wherein, tile line represents 4 pixel lines, and the y coordinate of the initial pixel line is integral multiple of 4;
the x _ tile flag indicates the x direction, the last tile is incomplete;
the y tile flag indicates the y direction, the last tile row is incomplete.
Further, the step 3) comprises the following steps:
3.1) judging a one-dimensional mark in the z direction:
when the one-dimensional mark in the z direction is true, the texture is a non-3D texture, and only the texture tile data of the last Mipmap layer is read;
when the depth is false, texture tile data of the current depth and the next depth of the last Mipmap layer need to be read;
3.2) judging the internal format of the texture:
when the texture internal format is a compressed format, decompression processing is required.
Further, the 4) comprises:
when the y-direction one-dimensional flag is true,
if the x-direction is also one-dimensional, tile is state 1;
if the x-direction is not one-dimensional and the x _ tile flag is true, then tile is state 2;
if the x-direction is not one-dimensional and x _ tile is marked false, then tile is state 3;
when the x-direction one-dimensional flag is true,
if the y-direction is not one-dimensional and the y _ tile flag is true, then tile is state 4;
if the y-direction is not one-dimensional and y _ tile is marked false, then tile is state 5;
when the x and y direction one-dimensional flags are false, and the x _ tile flag is true,
if the y _ tile flag is true, then tile is state 6;
if the y _ tile flag is false, then tile is state 7;
when the x and y direction one-dimensional flags are false, and the y _ tile flag is true,
if the x _ tile flag is false, then tile is state 8;
when the x and y direction one-dimensional flags are both false, and the x _ tile flag and the y _ tile flag are both false, then tile is state 9.
Further, the step 5) comprises the following steps:
5.1) judging a one-dimensional mark in the z direction:
when the one-dimensional mark in the z direction is true, the texture is not a 3D texture, and the Mipmap of the current layer is calculated according to the tile state;
when the one-dimensional mark in the z direction is false, mipmaps of the current depth and the next depth need to be calculated respectively;
5.2) calculate the Mipmap from tile state:
respectively calculating the Mipmap texture of the current layer according to the 9 judged states of each tile state;
when only 1 pixel exists in tile, no Mipmap is calculated;
if the tile state has only one-dimensional pixels in the x or y direction, performing 2 x 1 or 1 x 2 position relation, and performing Mipmap of 2 pixels;
the rest, Mipmap of 4 pixels was performed in a positional relationship of 2 × 2.
When the one-dimensional mark in the z direction is false, calculating the Mipmap again according to the Mipmap data of the two depths, and averaging pixels corresponding to the two depths;
after one tile is finished, entering the step 3) to process the next tile;
after the Mipmap data satisfying enough tile rows is calculated, the process proceeds to step 6).
Further, the 6) comprises the following steps:
6.1) transfer of Mipmap data to tile:
the Mipmap data are collected according to tile rows and then converted into a plurality of tiles;
6.2) judging the texture format:
judging the internal format of the texture, and if the texture is in a compressed format, writing the texture into a buffer area after compression processing is needed;
when the mipmaps of all depths of one layer of texture are processed, the step 1) is carried out to start the generation of the next Mipmap layer,
when all Mipmap layers are generated, the automatic generation of the Mipmap multi-detail layer is finished.
The invention has the beneficial effects that:
the invention solves the problem of generating the Mipmap multi-detail layer texture by the GPU, and comprises the steps of improving the performance of a read-write buffer area when generating the Mipmap, unifying a read-write interface, and supporting the processing of multi-dimensional mipmaps, various internal texture formats and various edge conditions. The function of manually or automatically generating the Mipmap texture multiple detail layer which must be supported by the OpenGL requirement is correctly realized.
Drawings
FIG. 1 is a flow chart of the algorithm of the present invention;
FIG. 2 is a diagram of 9 states of tile in the method provided by the present invention.
Detailed Description
The technical solution of the present invention will be clearly and completely described below with reference to the accompanying drawings and the specific embodiments. It is obvious that the described embodiments are only a part of the embodiments of the present invention, rather than the whole embodiments, and that all other embodiments, which can be derived by a person skilled in the art without inventive step based on the embodiments of the present invention, belong to the scope of protection of the present invention.
The invention provides a method for generating a Mipmap multi-detail layer texture by a GPU, which comprises the following steps:
1) obtaining a Mipmap layer parameter:
acquiring the width, height and depth of each Mipmap layer;
2) calculating one-dimensional marks and related information of each layer in each direction:
2.1) x-direction information:
calculating the number of tiles to be processed in the x direction according to the width of the last Mipmap layer, judging a one-dimensional mark in the x direction, and judging an x _ tile mark of the last tile in the x direction;
2.2) y-direction information:
calculating the number of tile rows to be processed in the y direction according to the height of the last Mipmap layer, judging a one-dimensional mark in the y direction, and judging a y _ tile mark of the last tile row in the y direction;
2.3) z-direction information:
calculating a Mipmap depth value required to be calculated in the z direction and a one-dimensional mark in the z direction according to the depth of the last Mipmap layer;
3) reading upper-layer texture tile data:
3.1) judging a one-dimensional mark in the z direction:
when the one-dimensional mark in the z direction is true, the texture is a non-3D texture, and only the texture tile data of the last Mipmap layer is read;
when the depth is false, texture tile data of the current depth and the next depth of the last Mipmap layer need to be read;
3.2) judging the internal format of the texture:
when the texture internal format is a compression format, decompression processing is required;
4) judging the state of each tile:
when the y-direction one-dimensional flag is true,
if the x-direction is also one-dimensional, tile is state 1;
if the x-direction is not one-dimensional and the x _ tile flag is true, then tile is state 2;
if the x-direction is not one-dimensional and x _ tile is marked false, then tile is state 3;
when the x-direction one-dimensional flag is true,
if the y-direction is not one-dimensional and the y _ tile flag is true, then tile is state 4;
if the y-direction is not one-dimensional and y _ tile is marked false, then tile is state 5;
when the x and y direction one-dimensional flags are false, and the x _ tile flag is true,
if the y _ tile flag is true, then tile is state 6;
if the y _ tile flag is false, then tile is state 7;
when the x and y direction one-dimensional flags are false, and the y _ tile flag is true,
if the x _ tile flag is false, then tile is state 8;
when the one-dimensional flags in the x and y directions are both false, and the x _ tile flag and the y _ tile flag are both false, then tile is in state 9;
5) calculating the Mipmap according to the tile state and the depth information:
5.1) judging a one-dimensional mark in the z direction:
when the one-dimensional mark in the z direction is true, the texture is not a 3D texture, and the Mipmap of the current layer is calculated according to the tile state;
when the one-dimensional mark in the z direction is false, mipmaps of the current depth and the next depth need to be calculated respectively;
5.2) calculate the Mipmap from tile state:
respectively calculating the Mipmap texture of the current layer according to the 9 judged states of each tile state;
when only 1 pixel exists in tile, no Mipmap is calculated;
if the tile state has only one-dimensional pixels in the x or y direction, performing 2 x 1 or 1 x 2 position relation, and performing Mipmap of 2 pixels;
otherwise, performing Mipmap of 4 pixels according to the position relation of 2 x 2;
when the one-dimensional mark in the z direction is false, calculating the Mipmap again according to the Mipmap data of the two depths, and averaging pixels corresponding to the two depths;
after one tile is finished, entering the step 3) to process the next tile;
after the Mipmap data meeting one tile row is calculated, the step 6) is carried out;
6) mipmap tile write buffer: 6.1) transfer of Mipmap data to tile:
the Mipmap data are collected according to tile rows and then converted into a plurality of tiles;
6.2) judging the texture format:
judging the internal format of the texture, and if the texture is in a compressed format, writing the texture into a buffer area after compression processing is needed;
when the mipmaps of all depths of one layer of texture are processed, the step 1) is carried out to start the generation of the next Mipmap layer,
when all the Mipmap layers are generated, automatically generating the Mipmap multiple detail layers is finished;
wherein tile represents a 4x4 pixel block, and the x and y coordinates of the leftmost lower pixel are both integer multiples of 4
tile row represents 4 pixel rows, and the y coordinate of the starting pixel row is an integer multiple of 4;
the x _ tile flag indicates the x direction, the last tile is incomplete;
the y tile flag indicates the y direction, the last tile row is incomplete.
Example (b):
the present invention is described in further detail below with reference to the attached drawings.
As shown in fig. 1, a method for generating Mipmap multi-detail-layer texture by GPU includes the following steps:
calculating the number of tile lines to be processed in the y direction according to the height of the last Mipmap layer, judging a one-dimensional mark in the y direction and judging a y _ tile mark of the last tile line in the y direction,
and calculating the required Mipmap depth value in the z direction and the one-dimensional mark in the z direction according to the depth of the last Mipmap layer.
firstly, judging a z-direction one-dimensional mark, and when the z-direction one-dimensional mark is true, reading texture tile data of a last Mipmap layer by using the texture non-3D texture;
when false, it needs to read the texture tile data of the current depth and the next depth of the last Mipmap layer,
and then judging the texture internal format, and when the texture internal format is a compressed format, decompressing.
when the y-direction one-dimensional flag is true,
if the x-direction is also one-dimensional, tile is state 1;
if the x-direction is not one-dimensional and the x _ tile flag is true, then tile is state 2;
if the x-direction is not one-dimensional and x _ tile is marked false, then tile is state 3;
when the x-direction one-dimensional flag is true,
if the y-direction is not one-dimensional and the y _ tile flag is true, then tile is state 4;
if the y-direction is not one-dimensional and y _ tile is marked false, then tile is state 5;
when the x and y direction one-dimensional flags are false, and the x _ tile flag is true,
if the y _ tile flag is true, then tile is state 6;
if the y _ tile flag is false, then tile is state 7;
when the x and y direction one-dimensional flags are false, and the y _ tile flag is true,
if the x _ tile flag is false, then tile is state 8;
when the x and y direction one-dimensional flags are both false, and the x _ tile flag and the y _ tile flag are both false, then tile is state 9.
when the z-direction one-dimensional flag is false, mipmaps of the current depth and the next depth need to be calculated respectively. Staining calculates Mipmap based on tile state, calculates current layer Mipmap texture based on 9 states of each tile state (see fig. 2) judged in step 4, respectively,
when only 1 pixel exists in tile, no Mipmap is calculated;
if the tile state has only one-dimensional pixels in the x or y direction, performing 2 x 1 or 1 x 2 position relation, and performing Mipmap of 2 pixels;
the rest, Mipmap of 4 pixels was performed in a positional relationship of 2 × 2.
The method comprises the following specific steps:
state 1: only 1 pixel, without calculating Mipmap.
State 2: pixels 1 and 2: a Mipmap of 2 pixels;
state 3: pixels 1 and 2, pixels 3 and 4: mipmap of 2 pixels each;
and 4: pixels 1 and 2: a Mipmap of 2 pixels;
and state 5: pixels 1 and 2, pixels 3 and 4: mipmap of 2 pixels each;
and 6: pixels 1-4: mipmap of 4 pixels;
and state 7: pixels 1-4, and pixels 5-8: mipmap of 4 pixels each;
state 8: pixels 1, 2, 5, 6, and pixels 3, 4, 7, 8: mipmap of 4 pixels each;
state 9: pixel 1, 2, 5, 6, pixel 3, 4, 7, 8, pixel 9, 10, 13, 14, pixel 11, 12, 15, 16: mipmap of 4 pixels each.
When the depth is not one-dimensional, the Mipmap data of the two depths needs to be recalculated, and the pixels corresponding to the two depths are averaged.
When one tile is finished, step 3 is entered to process the next tile. When the Mipmap data satisfying enough tile rows is calculated, the process proceeds to step 6.
then judging the internal format of the texture, if the texture is in a compressed format, writing the texture into a buffer area after compression processing is needed;
after the mipmaps of all depths of one layer of texture are processed, the step 1) is carried out to start the generation of the next Mipmap layer;
after all Mipmap layers are generated, the automatic generation of Mipmap multiplex detail layers is finished.
Claims (6)
1. A method for generating a Mipmap multi-detail layer texture by a GPU is characterized by comprising the following steps: the method comprises the following steps:
1) obtaining a Mipmap layer parameter:
acquiring the width, height and depth of each Mipmap layer;
2) calculating one-dimensional marks and related information of each layer in each direction;
3) reading upper-layer texture tile data;
4) judging the state of each tile;
5) calculating a Mipmap according to the tile state and the depth information;
6) transferring the Mipmap to the tile to write into a buffer area;
where tile represents a 4x4 pixel block, and the x and y coordinates of the bottom left-most pixel are all integer multiples of 4.
2. The method of claim 1, wherein: the 2) comprises the following steps:
2.1) x-direction information:
calculating the number of tiles to be processed in the x direction according to the width of the last Mipmap layer, judging a one-dimensional mark in the x direction, and judging an x _ tile mark of the last tile in the x direction;
2.2) y-direction information:
calculating the number of tile rows to be processed in the y direction according to the height of the last Mipmap layer, judging a one-dimensional mark in the y direction, and judging a y _ tile mark of the last tile row in the y direction;
2.3) z-direction information:
calculating a Mipmap depth value required to be calculated in the z direction and a one-dimensional mark in the z direction according to the depth of the last Mipmap layer;
wherein, tile line represents 4 pixel lines, and the y coordinate of the initial pixel line is integral multiple of 4;
the x _ tile flag indicates the x direction, the last tile is incomplete;
the y tile flag indicates the y direction, the last tile row is incomplete.
3. The method of claim 1, wherein: the step 3) comprises the following steps:
3.1) judging a one-dimensional mark in the z direction:
when the one-dimensional mark in the z direction is true, the texture is a non-3D texture, and only the texture tile data of the last Mipmap layer is read;
when the depth is false, texture tile data of the current depth and the next depth of the last Mipmap layer need to be read;
3.2) judging the internal format of the texture:
when the texture internal format is a compressed format, decompression processing is required.
4. The method of claim 1, wherein: the 4) comprises:
when the y-direction one-dimensional flag is true,
if the x-direction is also one-dimensional, tile is state 1;
if the x-direction is not one-dimensional and the x _ tile flag is true, then tile is state 2;
if the x-direction is not one-dimensional and x _ tile is marked false, then tile is state 3;
when the x-direction one-dimensional flag is true,
if the y-direction is not one-dimensional and the y _ tile flag is true, then tile is state 4;
if the y-direction is not one-dimensional and y _ tile is marked false, then tile is state 5;
when the x and y direction one-dimensional flags are false, and the x _ tile flag is true,
if the y _ tile flag is true, then tile is state 6;
if the y _ tile flag is false, then tile is state 7;
when the x and y direction one-dimensional flags are false, and the y _ tile flag is true,
if the x _ tile flag is false, then tile is state 8;
when the x and y direction one-dimensional flags are both false, and the x _ tile flag and the y _ tile flag are both false, then tile is state 9.
5. The method of claim 1, wherein: the 5) comprises the following steps:
5.1) judging a one-dimensional mark in the z direction:
when the one-dimensional mark in the z direction is true, the texture is not a 3D texture, and the Mipmap of the current layer is calculated according to the tile state;
when the one-dimensional mark in the z direction is false, mipmaps of the current depth and the next depth need to be calculated respectively;
5.2) calculate the Mipmap from tile state:
respectively calculating the Mipmap texture of the current layer according to the 9 judged states of each tile state;
when only 1 pixel exists in tile, no Mipmap is calculated;
if the tile state has only one-dimensional pixels in the x or y direction, performing 2 x 1 or 1 x 2 position relation, and performing Mipmap of 2 pixels;
otherwise, performing Mipmap of 4 pixels according to the position relation of 2 x 2;
when the one-dimensional mark in the z direction is false, calculating the Mipmap again according to the Mipmap data of the two depths, and averaging pixels corresponding to the two depths;
after one tile is finished, entering the step 3) to process the next tile;
after the Mipmap data satisfying enough tile rows is calculated, the process proceeds to step 6).
6. The method of claim 1, wherein: the 6) comprises the following steps:
6.1) transfer of Mipmap data to tile:
the Mipmap data are collected according to tile rows and then converted into a plurality of tiles;
6.2) judging the texture format:
judging the internal format of the texture, and if the texture is in a compressed format, writing the texture into a buffer area after compression processing is needed;
when the mipmaps of all depths of one layer of texture are processed, the step 1) is carried out to start the generation of the next Mipmap layer,
when all Mipmap layers are generated, the automatic generation of the Mipmap multi-detail layer is finished.
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CN112579441A (en) * | 2020-12-05 | 2021-03-30 | 西安翔腾微电子科技有限公司 | Mipmap function verification method |
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