intel_tex_validate.c revision 5b6264b42ec7e76565695b452801b775f820955e
1#include "main/mtypes.h"
2#include "main/macros.h"
3#include "main/samplerobj.h"
4
5#include "intel_context.h"
6#include "intel_mipmap_tree.h"
7#include "intel_tex.h"
8
9#define FILE_DEBUG_FLAG DEBUG_TEXTURE
10
11/**
12 * When validating, we only care about the texture images that could
13 * be seen, so for non-mipmapped modes we want to ignore everything
14 * but BaseLevel.
15 */
16static void
17intel_update_max_level(struct intel_texture_object *intelObj,
18		       struct gl_sampler_object *sampler)
19{
20   struct gl_texture_object *tObj = &intelObj->base;
21
22   if (sampler->MinFilter == GL_NEAREST ||
23       sampler->MinFilter == GL_LINEAR) {
24      intelObj->_MaxLevel = tObj->BaseLevel;
25   } else {
26      intelObj->_MaxLevel = tObj->_MaxLevel;
27   }
28}
29
30/**
31 * Copies the image's contents at its level into the object's miptree,
32 * and updates the image to point at the object's miptree.
33 */
34static void
35copy_image_data_to_tree(struct intel_context *intel,
36                        struct intel_texture_object *intelObj,
37                        struct intel_texture_image *intelImage)
38{
39   if (intelImage->mt) {
40      /* Copy potentially with the blitter:
41       */
42      intel_miptree_image_copy(intel,
43                               intelObj->mt,
44                               intelImage->base.Face,
45                               intelImage->base.Level, intelImage->mt);
46
47      intel_miptree_release(intel, &intelImage->mt);
48   }
49   else {
50      assert(intelImage->base.Data != NULL);
51
52      /* More straightforward upload.
53       */
54      intel_miptree_image_data(intel,
55                               intelObj->mt,
56                               intelImage->base.Face,
57                               intelImage->base.Level,
58                               intelImage->base.Data,
59                               intelImage->base.RowStride,
60                               intelImage->base.RowStride *
61                               intelImage->base.Height);
62      _mesa_align_free(intelImage->base.Data);
63      intelImage->base.Data = NULL;
64   }
65
66   intel_miptree_reference(&intelImage->mt, intelObj->mt);
67}
68
69
70/*
71 */
72GLuint
73intel_finalize_mipmap_tree(struct intel_context *intel, GLuint unit)
74{
75   struct gl_context *ctx = &intel->ctx;
76   struct gl_texture_object *tObj = intel->ctx.Texture.Unit[unit]._Current;
77   struct intel_texture_object *intelObj = intel_texture_object(tObj);
78   struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit);
79   GLuint face, i;
80   GLuint nr_faces = 0;
81   struct intel_texture_image *firstImage;
82
83   /* We know/require this is true by now:
84    */
85   assert(intelObj->base._Complete);
86
87   /* What levels must the tree include at a minimum?
88    */
89   intel_update_max_level(intelObj, sampler);
90   firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]);
91
92   /* Fallback case:
93    */
94   if (firstImage->base.Border) {
95      if (intelObj->mt) {
96         intel_miptree_release(intel, &intelObj->mt);
97      }
98      return GL_FALSE;
99   }
100
101   /* Check tree can hold all active levels.  Check tree matches
102    * target, imageFormat, etc.
103    *
104    * For pre-gen4, we have to match first_level == tObj->BaseLevel,
105    * because we don't have the control that gen4 does to make min/mag
106    * determination happen at a nonzero (hardware) baselevel.  Because
107    * of that, we just always relayout on baselevel change.
108    */
109   if (intelObj->mt &&
110       (intelObj->mt->target != intelObj->base.Target ||
111	intelObj->mt->format != firstImage->base.TexFormat ||
112	intelObj->mt->first_level != tObj->BaseLevel ||
113	intelObj->mt->last_level < intelObj->_MaxLevel ||
114	intelObj->mt->width0 != firstImage->base.Width ||
115	intelObj->mt->height0 != firstImage->base.Height ||
116	intelObj->mt->depth0 != firstImage->base.Depth)) {
117      intel_miptree_release(intel, &intelObj->mt);
118   }
119
120
121   /* May need to create a new tree:
122    */
123   if (!intelObj->mt) {
124      intelObj->mt = intel_miptree_create(intel,
125                                          intelObj->base.Target,
126					  firstImage->base.TexFormat,
127                                          tObj->BaseLevel,
128                                          intelObj->_MaxLevel,
129                                          firstImage->base.Width,
130                                          firstImage->base.Height,
131                                          firstImage->base.Depth,
132					  GL_TRUE);
133      if (!intelObj->mt)
134         return GL_FALSE;
135   }
136
137   /* Pull in any images not in the object's tree:
138    */
139   nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
140   for (face = 0; face < nr_faces; face++) {
141      for (i = tObj->BaseLevel; i <= intelObj->_MaxLevel; i++) {
142         struct intel_texture_image *intelImage =
143            intel_texture_image(intelObj->base.Image[face][i]);
144	 /* skip too small size mipmap */
145 	 if (intelImage == NULL)
146		 break;
147	 /* Need to import images in main memory or held in other trees.
148	  * If it's a render target, then its data isn't needed to be in
149	  * the object tree (otherwise we'd be FBO incomplete), and we need
150	  * to keep track of the image's MT as needing to be pulled in still,
151	  * or we'll lose the rendering that's done to it.
152          */
153         if (intelObj->mt != intelImage->mt &&
154	     !intelImage->used_as_render_target) {
155            copy_image_data_to_tree(intel, intelObj, intelImage);
156         }
157      }
158   }
159
160   return GL_TRUE;
161}
162
163void
164intel_tex_map_level_images(struct intel_context *intel,
165			   struct intel_texture_object *intelObj,
166			   int level)
167{
168   GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
169   GLuint face;
170
171   for (face = 0; face < nr_faces; face++) {
172      struct intel_texture_image *intelImage =
173	 intel_texture_image(intelObj->base.Image[face][level]);
174
175      if (intelImage && intelImage->mt) {
176	 intelImage->base.Data =
177	    intel_miptree_image_map(intel,
178				    intelImage->mt,
179				    intelImage->base.Face,
180				    intelImage->base.Level,
181				    &intelImage->base.RowStride,
182				    intelImage->base.ImageOffsets);
183	 /* convert stride to texels, not bytes */
184	 intelImage->base.RowStride /= intelImage->mt->cpp;
185	 /* intelImage->base.ImageStride /= intelImage->mt->cpp; */
186      }
187   }
188}
189
190void
191intel_tex_unmap_level_images(struct intel_context *intel,
192			     struct intel_texture_object *intelObj,
193			     int level)
194{
195   GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
196   GLuint face;
197
198   for (face = 0; face < nr_faces; face++) {
199      struct intel_texture_image *intelImage =
200	 intel_texture_image(intelObj->base.Image[face][level]);
201
202      if (intelImage && intelImage->mt) {
203	 intel_miptree_image_unmap(intel, intelImage->mt);
204	 intelImage->base.Data = NULL;
205      }
206   }
207}
208
209void
210intel_tex_map_images(struct intel_context *intel,
211                     struct intel_texture_object *intelObj)
212{
213   int i;
214
215   DBG("%s\n", __FUNCTION__);
216
217   for (i = intelObj->base.BaseLevel; i <= intelObj->_MaxLevel; i++)
218      intel_tex_map_level_images(intel, intelObj, i);
219}
220
221void
222intel_tex_unmap_images(struct intel_context *intel,
223                       struct intel_texture_object *intelObj)
224{
225   int i;
226
227   for (i = intelObj->base.BaseLevel; i <= intelObj->_MaxLevel; i++)
228      intel_tex_unmap_level_images(intel, intelObj, i);
229}
230