The purpose here isn't rendering, but gpgpu; it's for image blurring:
given an image, I need to blur it with a fixed given separable kernel (see e.g. Separable 2D Blur Kernel).
For GPU processing, a good popular method would be to first filter the lines, then filter the columns; and using the vertex shader and the fragment shader to do so (*)
However, if I have a fixed-sized kernel, I think I can use a fast-calculated mipmap that is close to the level I want, and then upsample it (as was suggested here) .
The question is therefore: will an opengl-created mipmap be faster than a mipmap I create myself using the method of (*)?
Put another way: is the mipmap creation optimized on the gpu itself? will it always outperform (speed-wise) user-created glsl code? or would it depend on the graphics card?
Edit: Thanks for the replies (Kahler, Jean-Simon Brochu). However, I still haven't seen any resources that explicitly say whether mipmaps generation by the gpu is faster than any user-created mipmaps, because of specific mipmap-generation-gpu-hardware...