brw_tex_layout.c revision 477b74e85be8e468c63af9f2f3fe788e486764ce
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 42GLboolean brw_miptree_layout(struct intel_context *intel, 43 struct intel_mipmap_tree *mt, 44 uint32_t tiling) 45{ 46 /* XXX: these vary depending on image format: */ 47 /* GLint align_w = 4; */ 48 49 switch (mt->target) { 50 case GL_TEXTURE_CUBE_MAP: 51 if (intel->gen >= 5) { 52 GLuint align_w; 53 GLuint align_h; 54 GLuint level; 55 GLuint qpitch = 0; 56 int h0, h1, q; 57 58 intel_get_texture_alignment_unit(mt->format, &align_w, &align_h); 59 60 /* On Ironlake, cube maps are finally represented as just a series 61 * of MIPLAYOUT_BELOW 2D textures (like 2D texture arrays), separated 62 * by a pitch of qpitch rows, where qpitch is defined by the equation 63 * given in Volume 1 of the BSpec. 64 */ 65 h0 = ALIGN(mt->height0, align_h); 66 h1 = ALIGN(minify(mt->height0), align_h); 67 qpitch = (h0 + h1 + (intel->gen >= 7 ? 12 : 11) * align_h); 68 if (mt->compressed) 69 qpitch /= 4; 70 71 i945_miptree_layout_2d(intel, mt, tiling, 6); 72 73 for (level = mt->first_level; level <= mt->last_level; level++) { 74 for (q = 0; q < 6; q++) { 75 intel_miptree_set_image_offset(mt, level, q, 0, q * qpitch); 76 } 77 } 78 mt->total_height = qpitch * 6; 79 80 break; 81 } 82 83 case GL_TEXTURE_3D: { 84 GLuint width = mt->width0; 85 GLuint height = mt->height0; 86 GLuint depth = mt->depth0; 87 GLuint pack_x_pitch, pack_x_nr; 88 GLuint pack_y_pitch; 89 GLuint level; 90 GLuint align_h = 2; 91 GLuint align_w = 4; 92 93 mt->total_height = 0; 94 intel_get_texture_alignment_unit(mt->format, &align_w, &align_h); 95 96 if (mt->compressed) { 97 mt->total_width = ALIGN(width, align_w); 98 pack_y_pitch = (height + 3) / 4; 99 } else { 100 mt->total_width = mt->width0; 101 pack_y_pitch = ALIGN(mt->height0, align_h); 102 } 103 104 pack_x_pitch = width; 105 pack_x_nr = 1; 106 107 for (level = mt->first_level ; level <= mt->last_level ; level++) { 108 GLuint nr_images = mt->target == GL_TEXTURE_3D ? depth : 6; 109 GLint x = 0; 110 GLint y = 0; 111 GLint q, j; 112 113 intel_miptree_set_level_info(mt, level, nr_images, 114 0, mt->total_height, 115 width, height, depth); 116 117 for (q = 0; q < nr_images;) { 118 for (j = 0; j < pack_x_nr && q < nr_images; j++, q++) { 119 intel_miptree_set_image_offset(mt, level, q, x, y); 120 x += pack_x_pitch; 121 } 122 123 x = 0; 124 y += pack_y_pitch; 125 } 126 127 128 mt->total_height += y; 129 width = minify(width); 130 height = minify(height); 131 depth = minify(depth); 132 133 if (mt->compressed) { 134 pack_y_pitch = (height + 3) / 4; 135 136 if (pack_x_pitch > ALIGN(width, align_w)) { 137 pack_x_pitch = ALIGN(width, align_w); 138 pack_x_nr <<= 1; 139 } 140 } else { 141 if (pack_x_pitch > 4) { 142 pack_x_pitch >>= 1; 143 pack_x_nr <<= 1; 144 assert(pack_x_pitch * pack_x_nr <= mt->total_width); 145 } 146 147 if (pack_y_pitch > 2) { 148 pack_y_pitch >>= 1; 149 pack_y_pitch = ALIGN(pack_y_pitch, align_h); 150 } 151 } 152 153 } 154 /* The 965's sampler lays cachelines out according to how accesses 155 * in the texture surfaces run, so they may be "vertical" through 156 * memory. As a result, the docs say in Surface Padding Requirements: 157 * Sampling Engine Surfaces that two extra rows of padding are required. 158 */ 159 if (mt->target == GL_TEXTURE_CUBE_MAP) 160 mt->total_height += 2; 161 break; 162 } 163 164 default: 165 i945_miptree_layout_2d(intel, mt, tiling, 1); 166 break; 167 } 168 DBG("%s: %dx%dx%d\n", __FUNCTION__, 169 mt->total_width, mt->total_height, mt->cpp); 170 171 return GL_TRUE; 172} 173 174