brw_tex_layout.c revision 7d8f0fc28239c8023d2d44cbd4c979aa86c31873
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_h = 2;
53          GLuint level;
54          GLuint qpitch = 0;
55	  int h0, h1, q;
56
57	  /* On Ironlake, cube maps are finally represented as just a series
58	   * of MIPLAYOUT_BELOW 2D textures (like 2D texture arrays), separated
59	   * by a pitch of qpitch rows, where qpitch is defined by the equation
60	   * given in Volume 1 of the BSpec.
61	   */
62	  h0 = ALIGN(mt->height0, align_h);
63	  h1 = ALIGN(minify(h0), align_h);
64	  qpitch = (h0 + h1 + 11 * align_h);
65          if (mt->compressed)
66	     qpitch /= 4;
67
68	  i945_miptree_layout_2d(intel, mt, tiling, 6);
69
70          for (level = mt->first_level; level <= mt->last_level; level++) {
71	     for (q = 0; q < 6; q++) {
72		intel_miptree_set_image_offset(mt, level, q, 0, q * qpitch);
73	     }
74          }
75	  mt->total_height = qpitch * 6;
76
77          break;
78      }
79
80   case GL_TEXTURE_3D: {
81      GLuint width  = mt->width0;
82      GLuint height = mt->height0;
83      GLuint depth = mt->depth0;
84      GLuint pack_x_pitch, pack_x_nr;
85      GLuint pack_y_pitch;
86      GLuint level;
87      GLuint align_h = 2;
88      GLuint align_w = 4;
89
90      mt->total_height = 0;
91      intel_get_texture_alignment_unit(mt->internal_format, &align_w, &align_h);
92
93      if (mt->compressed) {
94          mt->total_width = ALIGN(width, align_w);
95          pack_y_pitch = (height + 3) / 4;
96      } else {
97	 mt->total_width = mt->width0;
98	 pack_y_pitch = ALIGN(mt->height0, align_h);
99      }
100
101      pack_x_pitch = width;
102      pack_x_nr = 1;
103
104      for (level = mt->first_level ; level <= mt->last_level ; level++) {
105	 GLuint nr_images = mt->target == GL_TEXTURE_3D ? depth : 6;
106	 GLint x = 0;
107	 GLint y = 0;
108	 GLint q, j;
109
110	 intel_miptree_set_level_info(mt, level, nr_images,
111				      0, mt->total_height,
112				      width, height, depth);
113
114	 for (q = 0; q < nr_images;) {
115	    for (j = 0; j < pack_x_nr && q < nr_images; j++, q++) {
116	       intel_miptree_set_image_offset(mt, level, q, x, y);
117	       x += pack_x_pitch;
118	    }
119
120	    x = 0;
121	    y += pack_y_pitch;
122	 }
123
124
125	 mt->total_height += y;
126	 width  = minify(width);
127	 height = minify(height);
128	 depth  = minify(depth);
129
130	 if (mt->compressed) {
131	    pack_y_pitch = (height + 3) / 4;
132
133	    if (pack_x_pitch > ALIGN(width, align_w)) {
134	       pack_x_pitch = ALIGN(width, align_w);
135	       pack_x_nr <<= 1;
136	    }
137	 } else {
138	    if (pack_x_pitch > 4) {
139	       pack_x_pitch >>= 1;
140	       pack_x_nr <<= 1;
141	       assert(pack_x_pitch * pack_x_nr <= mt->total_width);
142	    }
143
144	    if (pack_y_pitch > 2) {
145	       pack_y_pitch >>= 1;
146	       pack_y_pitch = ALIGN(pack_y_pitch, align_h);
147	    }
148	 }
149
150      }
151      /* The 965's sampler lays cachelines out according to how accesses
152       * in the texture surfaces run, so they may be "vertical" through
153       * memory.  As a result, the docs say in Surface Padding Requirements:
154       * Sampling Engine Surfaces that two extra rows of padding are required.
155       * We don't know of similar requirements for pre-965, but given that
156       * those docs are silent on padding requirements in general, let's play
157       * it safe.
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