intel_tex.c revision 3eb12dfaeed03f77e31943eea164acb03e86bbc9
1#include "swrast/swrast.h"
2#include "main/renderbuffer.h"
3#include "main/texobj.h"
4#include "main/teximage.h"
5#include "main/mipmap.h"
6#include "drivers/common/meta.h"
7#include "intel_context.h"
8#include "intel_mipmap_tree.h"
9#include "intel_tex.h"
10
11#define FILE_DEBUG_FLAG DEBUG_TEXTURE
12
13static struct gl_texture_image *
14intelNewTextureImage(struct gl_context * ctx)
15{
16   DBG("%s\n", __FUNCTION__);
17   (void) ctx;
18   return (struct gl_texture_image *) CALLOC_STRUCT(intel_texture_image);
19}
20
21static void
22intelDeleteTextureImage(struct gl_context * ctx, struct gl_texture_image *img)
23{
24   /* nothing special (yet) for intel_texture_image */
25   _mesa_delete_texture_image(ctx, img);
26}
27
28
29static struct gl_texture_object *
30intelNewTextureObject(struct gl_context * ctx, GLuint name, GLenum target)
31{
32   struct intel_texture_object *obj = CALLOC_STRUCT(intel_texture_object);
33
34   (void) ctx;
35
36   DBG("%s\n", __FUNCTION__);
37   _mesa_initialize_texture_object(&obj->base, name, target);
38
39   return &obj->base;
40}
41
42static void
43intelDeleteTextureObject(struct gl_context *ctx,
44			 struct gl_texture_object *texObj)
45{
46   struct intel_texture_object *intelObj = intel_texture_object(texObj);
47
48   intel_miptree_release(&intelObj->mt);
49   _mesa_delete_texture_object(ctx, texObj);
50}
51
52static GLboolean
53intel_alloc_texture_image_buffer(struct gl_context *ctx,
54				 struct gl_texture_image *image,
55				 gl_format format, GLsizei width,
56				 GLsizei height, GLsizei depth)
57{
58   struct intel_context *intel = intel_context(ctx);
59   struct intel_texture_image *intel_image = intel_texture_image(image);
60   struct gl_texture_object *texobj = image->TexObject;
61   struct intel_texture_object *intel_texobj = intel_texture_object(texobj);
62   GLuint slices;
63
64   assert(image->Border == 0);
65
66   /* Because the driver uses AllocTextureImageBuffer() internally, it may end
67    * up mismatched with FreeTextureImageBuffer(), but that is safe to call
68    * multiple times.
69    */
70   ctx->Driver.FreeTextureImageBuffer(ctx, image);
71
72   /* Allocate the swrast_texture_image::ImageOffsets array now */
73   switch (texobj->Target) {
74   case GL_TEXTURE_3D:
75   case GL_TEXTURE_2D_ARRAY:
76      slices = image->Depth;
77      break;
78   case GL_TEXTURE_1D_ARRAY:
79      slices = image->Height;
80      break;
81   default:
82      slices = 1;
83   }
84   assert(!intel_image->base.ImageOffsets);
85   intel_image->base.ImageOffsets = malloc(slices * sizeof(GLuint));
86
87   if (intel_texobj->mt &&
88       intel_miptree_match_image(intel_texobj->mt, image)) {
89      intel_miptree_reference(&intel_image->mt, intel_texobj->mt);
90      DBG("%s: alloc obj %p level %d %dx%dx%d using object's miptree %p\n",
91          __FUNCTION__, texobj, image->Level,
92          width, height, depth, intel_texobj->mt);
93   } else {
94      intel_image->mt = intel_miptree_create_for_teximage(intel, intel_texobj,
95                                                          intel_image,
96                                                          false);
97
98      /* Even if the object currently has a mipmap tree associated
99       * with it, this one is a more likely candidate to represent the
100       * whole object since our level didn't fit what was there
101       * before, and any lower levels would fit into our miptree.
102       */
103      intel_miptree_reference(&intel_texobj->mt, intel_image->mt);
104
105      DBG("%s: alloc obj %p level %d %dx%dx%d using new miptree %p\n",
106          __FUNCTION__, texobj, image->Level,
107          width, height, depth, intel_image->mt);
108   }
109
110   return true;
111}
112
113static void
114intel_free_texture_image_buffer(struct gl_context * ctx,
115				struct gl_texture_image *texImage)
116{
117   struct intel_texture_image *intelImage = intel_texture_image(texImage);
118
119   DBG("%s\n", __FUNCTION__);
120
121   intel_miptree_release(&intelImage->mt);
122
123   if (intelImage->base.Buffer) {
124      _mesa_align_free(intelImage->base.Buffer);
125      intelImage->base.Buffer = NULL;
126   }
127
128   if (intelImage->base.ImageOffsets) {
129      free(intelImage->base.ImageOffsets);
130      intelImage->base.ImageOffsets = NULL;
131   }
132}
133
134/**
135 * Map texture memory/buffer into user space.
136 * Note: the region of interest parameters are ignored here.
137 * \param mode  bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT
138 * \param mapOut  returns start of mapping of region of interest
139 * \param rowStrideOut  returns row stride in bytes
140 */
141static void
142intel_map_texture_image(struct gl_context *ctx,
143			struct gl_texture_image *tex_image,
144			GLuint slice,
145			GLuint x, GLuint y, GLuint w, GLuint h,
146			GLbitfield mode,
147			GLubyte **map,
148			GLint *stride)
149{
150   struct intel_context *intel = intel_context(ctx);
151   struct intel_texture_image *intel_image = intel_texture_image(tex_image);
152   struct intel_mipmap_tree *mt = intel_image->mt;
153   unsigned int bw, bh;
154   void *base;
155   unsigned int image_x, image_y;
156
157   /* Our texture data is always stored in a miptree. */
158   assert(mt);
159
160   /* Check that our caller wasn't confused about how to map a 1D texture. */
161   assert(tex_image->TexObject->Target != GL_TEXTURE_1D_ARRAY ||
162	  h == 1);
163
164   if (mt->stencil_mt) {
165      /* The miptree has depthstencil format, but uses separate stencil. The
166       * embedded stencil miptree contains the real stencil data, so gather
167       * that into the depthstencil miptree.
168       *
169       * FIXME: Avoid the gather if the texture is mapped as write-only.
170       */
171      intel_miptree_s8z24_gather(intel, mt, tex_image->Level, slice);
172   }
173
174   /* For compressed formats, the stride is the number of bytes per
175    * row of blocks.  intel_miptree_get_image_offset() already does
176    * the divide.
177    */
178   _mesa_get_format_block_size(tex_image->TexFormat, &bw, &bh);
179   assert(y % bh == 0);
180   y /= bh;
181
182   base = intel_region_map(intel, mt->region, mode);
183   intel_miptree_get_image_offset(mt, tex_image->Level, tex_image->Face,
184				  slice, &image_x, &image_y);
185   x += image_x;
186   y += image_y;
187
188   *stride = mt->region->pitch * mt->cpp;
189   *map = base + y * *stride + x * mt->cpp;
190
191   DBG("%s: %d,%d %dx%d from mt %p %d,%d = %p/%d\n", __FUNCTION__,
192       x - image_x, y - image_y, w, h,
193       mt, x, y, *map, *stride);
194}
195
196static void
197intel_unmap_texture_image(struct gl_context *ctx,
198			  struct gl_texture_image *tex_image, GLuint slice)
199{
200   struct intel_context *intel = intel_context(ctx);
201   struct intel_texture_image *intel_image = intel_texture_image(tex_image);
202   struct intel_mipmap_tree *mt = intel_image->mt;
203
204   intel_region_unmap(intel, intel_image->mt->region);
205
206   if (mt->stencil_mt) {
207      /* The miptree has depthstencil format, but uses separate stencil. The
208       * embedded stencil miptree must contain the real stencil data after
209       * unmapping, so copy it from the depthstencil miptree into the stencil
210       * miptree.
211       *
212       * FIXME: Avoid the scatter if the texture was mapped as read-only.
213       */
214      intel_miptree_s8z24_scatter(intel, mt, tex_image->Level, slice);
215   }
216}
217
218void
219intelInitTextureFuncs(struct dd_function_table *functions)
220{
221   functions->NewTextureObject = intelNewTextureObject;
222   functions->NewTextureImage = intelNewTextureImage;
223   functions->DeleteTextureImage = intelDeleteTextureImage;
224   functions->DeleteTexture = intelDeleteTextureObject;
225   functions->AllocTextureImageBuffer = intel_alloc_texture_image_buffer;
226   functions->FreeTextureImageBuffer = intel_free_texture_image_buffer;
227   functions->MapTextureImage = intel_map_texture_image;
228   functions->UnmapTextureImage = intel_unmap_texture_image;
229}
230