radeon_mipmap_tree.c revision 15f5f839b1a52a49bb60e73625b8c6b2f73a75e8
1/*
2 * Copyright (C) 2008 Nicolai Haehnle.
3 *
4 * All Rights Reserved.
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#include "radeon_mipmap_tree.h"
29
30#include <errno.h>
31#include <unistd.h>
32
33#include "main/simple_list.h"
34#include "main/texcompress.h"
35#include "main/texformat.h"
36
37static GLuint radeon_compressed_texture_size(GLcontext *ctx,
38		GLsizei width, GLsizei height, GLsizei depth,
39		GLuint mesaFormat)
40{
41	GLuint size = _mesa_compressed_texture_size(ctx, width, height, depth, mesaFormat);
42
43	if (mesaFormat == MESA_FORMAT_RGB_DXT1 ||
44	    mesaFormat == MESA_FORMAT_RGBA_DXT1) {
45		if (width + 3 < 8)	/* width one block */
46			size = size * 4;
47		else if (width + 3 < 16)
48			size = size * 2;
49	} else {
50		/* DXT3/5, 16 bytes per block */
51	  //		WARN_ONCE("DXT 3/5 suffers from multitexturing problems!\n");
52		if (width + 3 < 8)
53			size = size * 2;
54	}
55
56	return size;
57}
58
59
60static int radeon_compressed_num_bytes(GLuint mesaFormat)
61{
62   int bytes = 0;
63   switch(mesaFormat) {
64
65   case MESA_FORMAT_RGB_FXT1:
66   case MESA_FORMAT_RGBA_FXT1:
67   case MESA_FORMAT_RGB_DXT1:
68   case MESA_FORMAT_RGBA_DXT1:
69     bytes = 2;
70     break;
71
72   case MESA_FORMAT_RGBA_DXT3:
73   case MESA_FORMAT_RGBA_DXT5:
74     bytes = 4;
75   default:
76     break;
77   }
78
79   return bytes;
80}
81
82/**
83 * Compute sizes and fill in offset and blit information for the given
84 * image (determined by \p face and \p level).
85 *
86 * \param curOffset points to the offset at which the image is to be stored
87 * and is updated by this function according to the size of the image.
88 */
89static void compute_tex_image_offset(radeonContextPtr rmesa, radeon_mipmap_tree *mt,
90	GLuint face, GLuint level, GLuint* curOffset)
91{
92	radeon_mipmap_level *lvl = &mt->levels[level];
93	uint32_t row_align;
94
95	/* Find image size in bytes */
96	if (mt->compressed) {
97		/* TODO: Is this correct? Need test cases for compressed textures! */
98		row_align = rmesa->texture_compressed_row_align - 1;
99		lvl->rowstride = (lvl->width * mt->bpp + row_align) & ~row_align;
100		lvl->size = radeon_compressed_texture_size(mt->radeon->glCtx,
101							   lvl->width, lvl->height, lvl->depth, mt->compressed);
102	} else if (mt->target == GL_TEXTURE_RECTANGLE_NV) {
103		row_align = rmesa->texture_rect_row_align - 1;
104		lvl->rowstride = (lvl->width * mt->bpp + row_align) & ~row_align;
105		lvl->size = lvl->rowstride * lvl->height;
106	} else if (mt->tilebits & RADEON_TXO_MICRO_TILE) {
107		/* tile pattern is 16 bytes x2. mipmaps stay 32 byte aligned,
108		 * though the actual offset may be different (if texture is less than
109		 * 32 bytes width) to the untiled case */
110		lvl->rowstride = (lvl->width * mt->bpp * 2 + 31) & ~31;
111		lvl->size = lvl->rowstride * ((lvl->height + 1) / 2) * lvl->depth;
112	} else {
113		row_align = rmesa->texture_row_align - 1;
114		lvl->rowstride = (lvl->width * mt->bpp + row_align) & ~row_align;
115		lvl->size = lvl->rowstride * lvl->height * lvl->depth;
116	}
117	assert(lvl->size > 0);
118
119	/* All images are aligned to a 32-byte offset */
120	*curOffset = (*curOffset + 0x1f) & ~0x1f;
121	lvl->faces[face].offset = *curOffset;
122	*curOffset += lvl->size;
123
124	if (RADEON_DEBUG & DEBUG_TEXTURE)
125	  fprintf(stderr,
126		  "level %d, face %d: rs:%d %dx%d at %d\n",
127		  level, face, lvl->rowstride, lvl->width, lvl->height, lvl->faces[face].offset);
128}
129
130static GLuint minify(GLuint size, GLuint levels)
131{
132	size = size >> levels;
133	if (size < 1)
134		size = 1;
135	return size;
136}
137
138
139static void calculate_miptree_layout_r100(radeonContextPtr rmesa, radeon_mipmap_tree *mt)
140{
141	GLuint curOffset;
142	GLuint numLevels;
143	GLuint i;
144	GLuint face;
145
146	numLevels = mt->lastLevel - mt->firstLevel + 1;
147	assert(numLevels <= rmesa->glCtx->Const.MaxTextureLevels);
148
149	curOffset = 0;
150	for(face = 0; face < mt->faces; face++) {
151
152		for(i = 0; i < numLevels; i++) {
153			mt->levels[i].width = minify(mt->width0, i);
154			mt->levels[i].height = minify(mt->height0, i);
155			mt->levels[i].depth = minify(mt->depth0, i);
156			compute_tex_image_offset(rmesa, mt, face, i, &curOffset);
157		}
158	}
159
160	/* Note the required size in memory */
161	mt->totalsize = (curOffset + RADEON_OFFSET_MASK) & ~RADEON_OFFSET_MASK;
162}
163
164static void calculate_miptree_layout_r300(radeonContextPtr rmesa, radeon_mipmap_tree *mt)
165{
166	GLuint curOffset;
167	GLuint numLevels;
168	GLuint i;
169
170	numLevels = mt->lastLevel - mt->firstLevel + 1;
171	assert(numLevels <= rmesa->glCtx->Const.MaxTextureLevels);
172
173	curOffset = 0;
174	for(i = 0; i < numLevels; i++) {
175		GLuint face;
176
177		mt->levels[i].width = minify(mt->width0, i);
178		mt->levels[i].height = minify(mt->height0, i);
179		mt->levels[i].depth = minify(mt->depth0, i);
180
181		for(face = 0; face < mt->faces; face++)
182			compute_tex_image_offset(rmesa, mt, face, i, &curOffset);
183	}
184
185	/* Note the required size in memory */
186	mt->totalsize = (curOffset + RADEON_OFFSET_MASK) & ~RADEON_OFFSET_MASK;
187}
188
189/**
190 * Create a new mipmap tree, calculate its layout and allocate memory.
191 */
192radeon_mipmap_tree* radeon_miptree_create(radeonContextPtr rmesa, radeonTexObj *t,
193		GLenum target, GLuint firstLevel, GLuint lastLevel,
194		GLuint width0, GLuint height0, GLuint depth0,
195		GLuint bpp, GLuint tilebits, GLuint compressed)
196{
197	radeon_mipmap_tree *mt = CALLOC_STRUCT(_radeon_mipmap_tree);
198
199	mt->radeon = rmesa;
200	mt->refcount = 1;
201	mt->t = t;
202	mt->target = target;
203	mt->faces = (target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
204	mt->firstLevel = firstLevel;
205	mt->lastLevel = lastLevel;
206	mt->width0 = width0;
207	mt->height0 = height0;
208	mt->depth0 = depth0;
209	mt->bpp = compressed ? radeon_compressed_num_bytes(compressed) : bpp;
210	mt->tilebits = tilebits;
211	mt->compressed = compressed;
212
213	if (rmesa->radeonScreen->chip_family >= CHIP_FAMILY_R300)
214		calculate_miptree_layout_r300(rmesa, mt);
215	else
216		calculate_miptree_layout_r100(rmesa, mt);
217
218#ifdef RADEON_DEBUG_BO
219    mt->bo = radeon_bo_open(rmesa->radeonScreen->bom,
220                            0, mt->totalsize, 1024,
221                            RADEON_GEM_DOMAIN_VRAM,
222                            0,
223                            "MIPMAP TREE");
224#else
225	mt->bo = radeon_bo_open(rmesa->radeonScreen->bom,
226                            0, mt->totalsize, 1024,
227                            RADEON_GEM_DOMAIN_VRAM,
228                            0);
229#endif /* RADEON_DEBUG_BO */
230
231	return mt;
232}
233
234void radeon_miptree_reference(radeon_mipmap_tree *mt)
235{
236	mt->refcount++;
237	assert(mt->refcount > 0);
238}
239
240void radeon_miptree_unreference(radeon_mipmap_tree *mt)
241{
242	if (!mt)
243		return;
244
245	assert(mt->refcount > 0);
246	mt->refcount--;
247	if (!mt->refcount) {
248		radeon_bo_unref(mt->bo);
249		free(mt);
250	}
251}
252
253
254/**
255 * Calculate first and last mip levels for the given texture object,
256 * where the dimensions are taken from the given texture image at
257 * the given level.
258 *
259 * Note: level is the OpenGL level number, which is not necessarily the same
260 * as the first level that is actually present.
261 *
262 * The base level image of the given texture face must be non-null,
263 * or this will fail.
264 */
265static void calculate_first_last_level(struct gl_texture_object *tObj,
266				       GLuint *pfirstLevel, GLuint *plastLevel,
267				       GLuint face, GLuint level)
268{
269	const struct gl_texture_image * const baseImage =
270		tObj->Image[face][level];
271
272	assert(baseImage);
273
274	/* These must be signed values.  MinLod and MaxLod can be negative numbers,
275	* and having firstLevel and lastLevel as signed prevents the need for
276	* extra sign checks.
277	*/
278	int   firstLevel;
279	int   lastLevel;
280
281	/* Yes, this looks overly complicated, but it's all needed.
282	*/
283	switch (tObj->Target) {
284	case GL_TEXTURE_1D:
285	case GL_TEXTURE_2D:
286	case GL_TEXTURE_3D:
287	case GL_TEXTURE_CUBE_MAP:
288		if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
289			/* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
290			*/
291			firstLevel = lastLevel = tObj->BaseLevel;
292		} else {
293			firstLevel = tObj->BaseLevel + (GLint)(tObj->MinLod + 0.5);
294			firstLevel = MAX2(firstLevel, tObj->BaseLevel);
295			firstLevel = MIN2(firstLevel, level + baseImage->MaxLog2);
296			lastLevel = tObj->BaseLevel + (GLint)(tObj->MaxLod + 0.5);
297			lastLevel = MAX2(lastLevel, tObj->BaseLevel);
298			lastLevel = MIN2(lastLevel, level + baseImage->MaxLog2);
299			lastLevel = MIN2(lastLevel, tObj->MaxLevel);
300			lastLevel = MAX2(firstLevel, lastLevel); /* need at least one level */
301		}
302		break;
303	case GL_TEXTURE_RECTANGLE_NV:
304	case GL_TEXTURE_4D_SGIS:
305		firstLevel = lastLevel = 0;
306		break;
307	default:
308		return;
309	}
310
311	/* save these values */
312	*pfirstLevel = firstLevel;
313	*plastLevel = lastLevel;
314}
315
316
317/**
318 * Checks whether the given miptree can hold the given texture image at the
319 * given face and level.
320 */
321GLboolean radeon_miptree_matches_image(radeon_mipmap_tree *mt,
322		struct gl_texture_image *texImage, GLuint face, GLuint level)
323{
324	radeon_mipmap_level *lvl;
325
326	if (face >= mt->faces || level < mt->firstLevel || level > mt->lastLevel)
327		return GL_FALSE;
328
329	if ((!texImage->IsCompressed && mt->compressed) ||
330	    (texImage->IsCompressed && !mt->compressed))
331		return GL_FALSE;
332
333	if (!texImage->IsCompressed &&
334	    !mt->compressed &&
335	    texImage->TexFormat->TexelBytes != mt->bpp)
336		return GL_FALSE;
337
338	lvl = &mt->levels[level - mt->firstLevel];
339	if (lvl->width != texImage->Width ||
340	    lvl->height != texImage->Height ||
341	    lvl->depth != texImage->Depth)
342		return GL_FALSE;
343
344	return GL_TRUE;
345}
346
347
348/**
349 * Checks whether the given miptree has the right format to store the given texture object.
350 */
351GLboolean radeon_miptree_matches_texture(radeon_mipmap_tree *mt, struct gl_texture_object *texObj)
352{
353	struct gl_texture_image *firstImage;
354	GLuint compressed;
355	GLuint numfaces = 1;
356	GLuint firstLevel, lastLevel;
357
358	calculate_first_last_level(texObj, &firstLevel, &lastLevel, 0, texObj->BaseLevel);
359	if (texObj->Target == GL_TEXTURE_CUBE_MAP)
360		numfaces = 6;
361
362	firstImage = texObj->Image[0][firstLevel];
363	compressed = firstImage->IsCompressed ? firstImage->TexFormat->MesaFormat : 0;
364
365	return (mt->firstLevel == firstLevel &&
366	        mt->lastLevel == lastLevel &&
367	        mt->width0 == firstImage->Width &&
368	        mt->height0 == firstImage->Height &&
369	        mt->depth0 == firstImage->Depth &&
370	        mt->compressed == compressed &&
371	        (!mt->compressed ? (mt->bpp == firstImage->TexFormat->TexelBytes) : 1));
372}
373
374
375/**
376 * Try to allocate a mipmap tree for the given texture that will fit the
377 * given image in the given position.
378 */
379void radeon_try_alloc_miptree(radeonContextPtr rmesa, radeonTexObj *t,
380		struct gl_texture_image *texImage, GLuint face, GLuint level)
381{
382	GLuint compressed = texImage->IsCompressed ? texImage->TexFormat->MesaFormat : 0;
383	GLuint numfaces = 1;
384	GLuint firstLevel, lastLevel;
385
386	assert(!t->mt);
387
388	calculate_first_last_level(&t->base, &firstLevel, &lastLevel, face, level);
389	if (t->base.Target == GL_TEXTURE_CUBE_MAP)
390		numfaces = 6;
391
392	if (level != firstLevel || face >= numfaces)
393		return;
394
395	t->mt = radeon_miptree_create(rmesa, t, t->base.Target,
396		firstLevel, lastLevel,
397		texImage->Width, texImage->Height, texImage->Depth,
398		texImage->TexFormat->TexelBytes, t->tile_bits, compressed);
399}
400
401/* Although we use the image_offset[] array to store relative offsets
402 * to cube faces, Mesa doesn't know anything about this and expects
403 * each cube face to be treated as a separate image.
404 *
405 * These functions present that view to mesa:
406 */
407void
408radeon_miptree_depth_offsets(radeon_mipmap_tree *mt, GLuint level, GLuint *offsets)
409{
410     if (mt->target != GL_TEXTURE_3D || mt->faces == 1)
411        offsets[0] = 0;
412     else {
413	int i;
414	for (i = 0; i < 6; i++)
415		offsets[i] = mt->levels[level].faces[i].offset;
416     }
417}
418
419GLuint
420radeon_miptree_image_offset(radeon_mipmap_tree *mt,
421			    GLuint face, GLuint level)
422{
423   if (mt->target == GL_TEXTURE_CUBE_MAP_ARB)
424      return (mt->levels[level].faces[face].offset);
425   else
426      return mt->levels[level].faces[0].offset;
427}
428