CN111028314B - Method for generating Mipmap multiple detail layer texture by GPU - Google Patents
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Abstract
The invention provides a method for generating a Mipmap multiple detail layer texture by a GPU, which comprises the following steps: 1) Acquiring a Mipmap layer parameter: acquiring the width, the height and the depth of each Mipmap layer; 2) Calculating one-dimensional marks and related information of each layer in each direction; 3) Reading upper texture tile data; 4) Judging the state of each tile; 5) Calculating a Mipmap according to tile state and depth information; 6) The Mipmap is converted into tile and written into a buffer area; wherein tile represents a 4x4 pixel block, and the x, y coordinates of the bottom left-most pixel are all integer multiples of 4. The invention solves the problem of generating the Mipmap multiple detail layer texture by the GPU, and comprises the steps of improving the performance of a read-write buffer area when the Mipmap is generated, unifying read-write interfaces and supporting the processing of multidimensional Mipmap, various internal texture formats and various edge conditions. The manual or automatic generation of Mipmap texture multiple detail layer functions that OpenGL requirements must support are properly implemented.
Description
Technical Field
The invention belongs to the technical field of computer graphics, and relates to a method for generating a Mipmap multiple detail layer texture by using a Graphic Processing Unit (GPU).
Background
In graphics processor chip (GPU) designs, it is necessary to support the manual or automatic generation of Mipmap texture multiple detail layer functions required by OpenGL, with smaller texture images typically being filtered and uniformly scaled versions of the maximum resolution image, with each texture unit of the smaller texture image being the average of 4 texture units of the higher level resolution texture image. Both the resolution (odd/even) of the texture itself and the algorithms employed by the Mipmap lead to complex edge cases in computation, and the Mipmap generation of one-dimensional and two-dimensional textures is relatively uniform, but the three-dimensional texture generation is logically higher than two-dimensional. How to comprehensively consider the performance of a read-write buffer area when generating the Mipmap, unification of read-write interfaces, computation of multidimensional Mipmap, support of various internal texture formats and classification of various edge conditions are all technical problems to be solved.
Disclosure of Invention
The invention aims to provide a method for generating a Mipmap multiple detail layer texture by a GPU.
The technical scheme of the invention is as follows:
a method for generating Mipmap multiple detail layer textures by a GPU is provided, the method comprising the steps of:
1) Acquiring a Mipmap layer parameter:
acquiring the width, the height and the depth of each Mipmap layer;
2) Calculating one-dimensional marks and related information of each layer in each direction;
3) Reading upper texture tile data;
4) Judging the state of each tile;
5) Calculating a Mipmap according to tile state and depth information;
6) The Mipmap is converted into tile and written into a buffer area;
wherein tile represents a 4x4 pixel block, and the x, y coordinates of the bottom left-most pixel are all integer multiples of 4.
Further, the 2) includes 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 previous 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 previous 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 to-be-calculated Mipmap depth value in the z direction and a one-dimensional mark in the z direction according to the depth of the previous Mipmap layer;
wherein tile lines represent 4 pixel lines, and the y coordinate of the initial pixel line is an integer multiple of 4;
the x_tile mark indicates the x direction, and the last tile is incomplete;
the y_tile flag indicates the y direction, and the last tile line is incomplete.
Further, the 3) comprises the following steps:
3.1 Judging the z-direction one-dimensional mark:
when the z-direction one-dimensional mark is true, the texture is not a 3D texture, and only texture tile data of the last Mipmap layer are read;
when the texture is false, texture tile data of the current depth and the next depth of the previous 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) includes:
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 the x_tile flag is 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 the y_tile flag is false, then tile is state 5;
when the one-dimensional flags in the x and y directions 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 one-dimensional flags in the x and y directions 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 both the x and y directions are false, and the x_tile flag and the y_tile flag are false, then tile is state 9.
Further, the 5) comprises the following steps:
5.1 Judging the z-direction one-dimensional mark:
when the z-direction one-dimensional mark 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 sign in the z direction is false, the Mipmap of the current depth and the next depth need to be calculated respectively;
5.2 Calculating Mipmap according to tile state:
respectively calculating the current layer Mipmap texture according to 9 states of each tile state;
when there are only 1 pixel in tile, there is no Mipmap to use;
if the tile state has only one-dimensional pixels in the x or y direction, the position relationship of 2*1 or 1*2 is carried out, and the Mipmap of 2 pixels is carried out;
the rest, 4 pixels Mipmap was performed according to a positional relationship of 2×2.
When the one-dimensional sign in the z direction is false, the Mipmap data of the two depths are required to be calculated again, and the pixels corresponding to the two depths are averaged;
after one tile is completed, entering the step 3) to process the next tile;
after computing Mipmap data full of one tile row, go to step 6).
Further, the 6) includes the following steps:
6.1 Mipmap data into tile:
the Mipmap data are collected according to tile rows and then converted into a plurality of tiles;
6.2 Texture format judgment:
judging the internal format of the texture, if the internal format is a compression format, firstly carrying out compression treatment and then writing into a buffer area;
after the Mipmap of all depths of a texture layer is processed, the process proceeds to step 1) to start the generation of the next Mipmap layer,
when all the Mipmap layers are generated, the automatic generation of the Mipmap multiple detail layers is finished.
The invention has the beneficial effects that:
the invention solves the problem of generating the Mipmap multiple detail layer texture by the GPU, and comprises the steps of improving the performance of a read-write buffer area when the Mipmap is generated, unifying read-write interfaces and supporting the processing of multidimensional Mipmap, various internal texture formats and various edge conditions. The manual or automatic generation of Mipmap texture multiple detail layer functions that OpenGL requirements must support are properly implemented.
Drawings
FIG. 1 is a flow chart of an 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 scheme of the invention is clearly and completely described below with reference to the accompanying drawings and the specific embodiments. It is apparent that the described embodiments are only some embodiments of the present invention, not all embodiments, and that all other embodiments obtained by a person skilled in the art without making creative efforts based on the embodiments in the present invention are within the protection scope of the present invention.
The invention provides a method for generating a Mipmap multiple detail layer texture by a GPU, which comprises the following steps:
1) Acquiring a Mipmap layer parameter:
acquiring the width, the height and the 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 previous 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 previous 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 to-be-calculated Mipmap depth value in the z direction and a one-dimensional mark in the z direction according to the depth of the previous Mipmap layer;
3) Reading upper texture tile data:
3.1 Judging the z-direction one-dimensional mark:
when the z-direction one-dimensional mark is true, the texture is not a 3D texture, and only texture tile data of the last Mipmap layer are read;
when the texture is false, texture tile data of the current depth and the next depth of the previous Mipmap layer need to be read;
3.2 Judging the internal format of the texture:
when the internal format of the texture is a compression format, decompression processing is needed;
4) Judging each tile state:
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 the x_tile flag is 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 the y_tile flag is false, then tile is state 5;
when the one-dimensional flags in the x and y directions 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 one-dimensional flags in the x and y directions 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 marks in the x and y directions are false, and the x_tile mark and the y_tile mark are false, then the tile is in a state 9;
5) Calculating a Mipmap according to tile state and depth information:
5.1 Judging the z-direction one-dimensional mark:
when the z-direction one-dimensional mark 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 sign in the z direction is false, the Mipmap of the current depth and the next depth need to be calculated respectively;
5.2 Calculating Mipmap according to tile state:
respectively calculating the current layer Mipmap texture according to 9 states of each tile state;
when there are only 1 pixel in tile, there is no Mipmap to use;
if the tile state has only one-dimensional pixels in the x or y direction, the position relationship of 2*1 or 1*2 is carried out, and the Mipmap of 2 pixels is carried out;
the rest, according to the position relation of 2 x 2, carrying out the Mipmap of 4 pixels;
when the one-dimensional sign in the z direction is false, the Mipmap data of the two depths are required to be calculated again, and the pixels corresponding to the two depths are averaged;
after one tile is completed, entering the step 3) to process the next tile;
after the Mipmap data of one tile row is calculated, the step 6) is carried out;
6) The Mipmap changes tile to write into the buffer: 6.1 Mipmap data into tile:
the Mipmap data are collected according to tile rows and then converted into a plurality of tiles;
6.2 Texture format judgment:
judging the internal format of the texture, if the internal format is a compression format, firstly carrying out compression treatment and then writing into a buffer area;
after the Mipmap of all depths of a texture layer is processed, the process proceeds to step 1) to start the generation of the next Mipmap layer,
when all the Mipmap layers are generated, automatically generating the Mipmap multiple detail layers;
wherein tile represents a 4x4 pixel block, and the x, y coordinates of the leftmost lower pixel are all integer multiples of 4
tile rows represent 4 pixel rows, the y-coordinate of the starting pixel row being an integer multiple of 4;
the x_tile mark indicates the x direction, and the last tile is incomplete;
the y_tile flag indicates the y direction, and the last tile line is incomplete.
Examples:
the invention is described in further detail below with reference to the accompanying drawings.
As shown in fig. 1, a Mipmap multi-detail layer texture method for a GPU includes the following steps:
calculating the number of tile lines to be processed in the y direction according to the height of the previous 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 a Mipmap depth value to be calculated in the z direction and a one-dimensional sign 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, only reading texture tile data of the last Mipmap layer by using the texture which is not a 3D texture;
in the case of false, the texture tile data of the current depth and the next depth of the previous Mipmap layer needs to be read,
and judging the internal format of the texture, and when the internal format of the texture is a compression format, decompressing is needed.
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 the x_tile flag is 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 the y_tile flag is false, then tile is state 5;
when the one-dimensional flags in the x and y directions 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 one-dimensional flags in the x and y directions 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 both the x and y directions are false, and the x_tile flag and the y_tile flag are false, then tile is state 9.
when the z-direction one-dimensional flag is false, mipmap of the current depth and the next depth needs to be calculated, respectively. The dyeing calculates the Mipmap according to the tile states, calculates the Mipmap texture of the current layer according to the 9 states (see fig. 2) of each tile state judged in step 4,
when there are only 1 pixel in tile, there is no Mipmap to use;
if the tile state has only one-dimensional pixels in the x or y direction, the position relationship of 2*1 or 1*2 is carried out, and the Mipmap of 2 pixels is carried out;
the rest, 4 pixels Mipmap was performed according to a positional relationship of 2×2.
The method comprises the following steps:
state 1: only 1 pixel, and no Mipmap is calculated.
State 2: pixels 1 and 2:2 pixels Mipmap;
state 3: pixels 1 and 2, pixels 3 and 4: mipmap of 2 pixels each;
state 4: pixels 1 and 2:2 pixels Mipmap;
state 5: pixels 1 and 2, pixels 3 and 4: mipmap of 2 pixels each;
state 6: pixels 1 to 4:4 pixel Mipmap;
state 7: pixels 1 to 4, and pixels 5 to 8: 4 pixels of Mipmap, respectively;
state 8: pixels 1, 2, 5, 6, and pixels 3, 4, 7, 8: 4 pixels of Mipmap, respectively;
state 9: pixels 1, 2, 5, 6, pixels 3, 4, 7, 8, pixels 9, 10, 13, 14, pixels 11, 12, 15, 16: 4 pixels of Mipmap, respectively.
When the depth is not one-dimensional, the Mipmap data of two depths needs to be recalculated, and pixels corresponding to the two depths are averaged.
After one tile is completed, the process goes to step 3 to process the next tile. After computing Mipmap data full of one tile row, go to step 6.
then judging the internal format of the texture, if the internal format is a compression format, firstly carrying out compression treatment and then writing into a buffer area;
after the Mipmap of all depths of one texture layer is processed, the step 1) is shifted to start the generation of the next Mipmap layer;
after all the Mipmap layers are generated, the automatic generation of the Mipmap multiple detail layers is finished.
Claims (2)
1. A method for generating a Mipmap multiple detail layer texture by a GPU is characterized in that: the method comprises the following steps:
1) Acquiring a Mipmap layer parameter:
acquiring the width, the height and the depth of each Mipmap layer;
2) Calculating one-dimensional marks and related information of each layer in each direction;
3) Reading upper texture tile data;
4) Judging the state of each tile;
5) Calculating a Mipmap according to tile state and depth information;
6) The Mipmap is converted into tile and written into a buffer area;
wherein tile represents a 4x4 pixel block, the x, y coordinates of the bottom left-most pixel are all integer multiples of 4,
said 2) comprising the steps of:
2.1 X-direction information):
calculating the number of tiles to be processed in the x direction according to the width of the previous 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 previous 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 to-be-calculated Mipmap depth value in the z direction and a one-dimensional sign in the z direction according to the depth of the previous Mipmap layer;
wherein tile lines represent 4 pixel lines, and the y coordinate of the initial pixel line is an integer multiple of 4;
the x_tile mark indicates the x direction, and the last tile is incomplete;
the y tile flag indicates that in the y direction, the last tile line is incomplete,
the 3) comprises the following steps:
3.1 Judging the z-direction one-dimensional mark:
when the z-direction one-dimensional mark is true, the texture is not a 3D texture, and only texture tile data of the last Mipmap layer are read;
when the texture is false, texture tile data of the current depth and the next depth of the previous 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,
the 4) includes:
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 the x_tile flag is 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 the y_tile flag is false, then tile is state 5;
when the one-dimensional flags in the x and y directions 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 one-dimensional flags in the x and y directions 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 both the x and y directions are false, and the x_tile flag and the y_tile flag are false, then tile is state 9,
said 5) comprising the steps of:
5.1 Judging the z-direction one-dimensional mark:
when the z-direction one-dimensional mark 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 sign in the z direction is false, the Mipmap of the current depth and the next depth need to be calculated respectively;
5.2 Calculating Mipmap according to tile state:
respectively calculating the current layer Mipmap texture according to 9 states of each tile state;
when there are only 1 pixel in tile, there is no Mipmap to use;
if the tile state has only one-dimensional pixels in the x or y direction, the position relationship of 2*1 or 1*2 is carried out, and the Mipmap of 2 pixels is carried out;
the rest, according to the position relation of 2 x 2, carrying out the Mipmap of 4 pixels;
when the one-dimensional sign in the z direction is false, the Mipmap data of the two depths are required to be calculated again, and the pixels corresponding to the two depths are averaged;
after one tile is completed, entering the step 3) to process the next tile;
after computing Mipmap data full of one tile row, go to step 6).
2. The GPU generation Mipmap multi-detail-layer texture method of claim 1, wherein: the 6) comprises the following steps:
6.1 Mipmap data into tile:
the Mipmap data are collected according to tile rows and then converted into a plurality of tiles;
6.2 Texture format judgment:
judging the internal format of the texture, if the internal format is a compression format, firstly carrying out compression treatment and then writing into a buffer area;
after the Mipmap of all depths of a texture layer is processed, the process proceeds to step 1) to start the generation of the next Mipmap layer,
when all the Mipmap layers are generated, the automatic generation of the Mipmap multiple detail layers is finished.
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