brw_tex_layout.c revision 2e0aefc1b9023a3d4003c1974489252d29b1d65b
1/* 2 Copyright (C) Intel Corp. 2006. All Rights Reserved. 3 Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to 4 develop this 3D driver. 5 6 Permission is hereby granted, free of charge, to any person obtaining 7 a copy of this software and associated documentation files (the 8 "Software"), to deal in the Software without restriction, including 9 without limitation the rights to use, copy, modify, merge, publish, 10 distribute, sublicense, and/or sell copies of the Software, and to 11 permit persons to whom the Software is furnished to do so, subject to 12 the following conditions: 13 14 The above copyright notice and this permission notice (including the 15 next paragraph) shall be included in all copies or substantial 16 portions of the Software. 17 18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 19 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 20 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 21 IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE 22 LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION 23 OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION 24 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 25 26 **********************************************************************/ 27 /* 28 * Authors: 29 * Keith Whitwell <keith@tungstengraphics.com> 30 */ 31 32/* Code to layout images in a mipmap tree for i965. 33 */ 34 35#include "intel_mipmap_tree.h" 36#include "intel_tex_layout.h" 37#include "intel_context.h" 38#include "main/macros.h" 39 40#define FILE_DEBUG_FLAG DEBUG_MIPTREE 41 42static void 43brw_miptree_layout_texture_array(struct intel_context *intel, 44 struct intel_mipmap_tree *mt, 45 int slices) 46{ 47 GLuint align_w; 48 GLuint align_h; 49 GLuint level; 50 GLuint qpitch = 0; 51 int h0, h1, q; 52 53 intel_get_texture_alignment_unit(mt->format, &align_w, &align_h); 54 55 h0 = ALIGN(mt->height0, align_h); 56 h1 = ALIGN(minify(mt->height0), align_h); 57 qpitch = (h0 + h1 + (intel->gen >= 7 ? 12 : 11) * align_h); 58 if (mt->compressed) 59 qpitch /= 4; 60 61 i945_miptree_layout_2d(mt, slices); 62 63 for (level = mt->first_level; level <= mt->last_level; level++) { 64 for (q = 0; q < slices; q++) { 65 intel_miptree_set_image_offset(mt, level, q, 0, q * qpitch); 66 } 67 } 68 mt->total_height = qpitch * slices; 69} 70 71void 72brw_miptree_layout(struct intel_context *intel, struct intel_mipmap_tree *mt) 73{ 74 /* XXX: these vary depending on image format: */ 75 /* GLint align_w = 4; */ 76 77 switch (mt->target) { 78 case GL_TEXTURE_CUBE_MAP: 79 if (intel->gen >= 5) { 80 /* On Ironlake, cube maps are finally represented as just a series of 81 * MIPLAYOUT_BELOW 2D textures (like 2D texture arrays), separated by a 82 * pitch of qpitch rows, where qpitch is defined by the equation given 83 * in Volume 1 of the BSpec. 84 */ 85 brw_miptree_layout_texture_array(intel, mt, 6); 86 break; 87 } 88 /* FALLTHROUGH */ 89 90 case GL_TEXTURE_3D: { 91 GLuint width = mt->width0; 92 GLuint height = mt->height0; 93 GLuint depth = mt->depth0; 94 GLuint pack_x_pitch, pack_x_nr; 95 GLuint pack_y_pitch; 96 GLuint level; 97 GLuint align_h = 2; 98 GLuint align_w = 4; 99 100 mt->total_height = 0; 101 intel_get_texture_alignment_unit(mt->format, &align_w, &align_h); 102 103 if (mt->compressed) { 104 mt->total_width = ALIGN(width, align_w); 105 pack_y_pitch = (height + 3) / 4; 106 } else { 107 mt->total_width = mt->width0; 108 pack_y_pitch = ALIGN(mt->height0, align_h); 109 } 110 111 pack_x_pitch = width; 112 pack_x_nr = 1; 113 114 for (level = mt->first_level ; level <= mt->last_level ; level++) { 115 GLuint nr_images = mt->target == GL_TEXTURE_3D ? depth : 6; 116 GLint x = 0; 117 GLint y = 0; 118 GLint q, j; 119 120 intel_miptree_set_level_info(mt, level, nr_images, 121 0, mt->total_height, 122 width, height, depth); 123 124 for (q = 0; q < nr_images;) { 125 for (j = 0; j < pack_x_nr && q < nr_images; j++, q++) { 126 intel_miptree_set_image_offset(mt, level, q, x, y); 127 x += pack_x_pitch; 128 } 129 130 x = 0; 131 y += pack_y_pitch; 132 } 133 134 135 mt->total_height += y; 136 width = minify(width); 137 height = minify(height); 138 depth = minify(depth); 139 140 if (mt->compressed) { 141 pack_y_pitch = (height + 3) / 4; 142 143 if (pack_x_pitch > ALIGN(width, align_w)) { 144 pack_x_pitch = ALIGN(width, align_w); 145 pack_x_nr <<= 1; 146 } 147 } else { 148 if (pack_x_pitch > 4) { 149 pack_x_pitch >>= 1; 150 pack_x_nr <<= 1; 151 assert(pack_x_pitch * pack_x_nr <= mt->total_width); 152 } 153 154 if (pack_y_pitch > 2) { 155 pack_y_pitch >>= 1; 156 pack_y_pitch = ALIGN(pack_y_pitch, align_h); 157 } 158 } 159 160 } 161 /* The 965's sampler lays cachelines out according to how accesses 162 * in the texture surfaces run, so they may be "vertical" through 163 * memory. As a result, the docs say in Surface Padding Requirements: 164 * Sampling Engine Surfaces that two extra rows of padding are required. 165 */ 166 if (mt->target == GL_TEXTURE_CUBE_MAP) 167 mt->total_height += 2; 168 break; 169 } 170 171 default: 172 i945_miptree_layout_2d(mt, 1); 173 break; 174 } 175 DBG("%s: %dx%dx%d\n", __FUNCTION__, 176 mt->total_width, mt->total_height, mt->cpp); 177} 178 179