intel_tex_validate.c revision 6f31da584fd0c65095c325e60728f8230c66385a
1#include "main/mtypes.h" 2#include "main/macros.h" 3 4#include "intel_context.h" 5#include "intel_mipmap_tree.h" 6#include "intel_tex.h" 7 8#define FILE_DEBUG_FLAG DEBUG_TEXTURE 9 10/** 11 * Compute which mipmap levels that really need to be sent to the hardware. 12 * This depends on the base image size, GL_TEXTURE_MIN_LOD, 13 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL. 14 */ 15static void 16intel_calculate_first_last_level(struct intel_context *intel, 17 struct intel_texture_object *intelObj) 18{ 19 struct gl_texture_object *tObj = &intelObj->base; 20 const struct gl_texture_image *const baseImage = 21 tObj->Image[0][tObj->BaseLevel]; 22 23 /* These must be signed values. MinLod and MaxLod can be negative numbers, 24 * and having firstLevel and lastLevel as signed prevents the need for 25 * extra sign checks. 26 */ 27 int firstLevel = tObj->BaseLevel; 28 int lastLevel; 29 30 /* Yes, this looks overly complicated, but it's all needed. 31 */ 32 if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) { 33 /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL. 34 */ 35 lastLevel = tObj->BaseLevel; 36 } else { 37 if (intel->gen == 2) { 38 firstLevel += (GLint) (tObj->MinLod + 0.5); 39 firstLevel = MAX2(firstLevel, tObj->BaseLevel); 40 firstLevel = MIN2(firstLevel, tObj->BaseLevel + baseImage->MaxLog2); 41 lastLevel = tObj->BaseLevel + (GLint) (tObj->MaxLod + 0.5); 42 lastLevel = MAX2(lastLevel, tObj->BaseLevel); 43 lastLevel = MIN2(lastLevel, tObj->BaseLevel + baseImage->MaxLog2); 44 lastLevel = MIN2(lastLevel, tObj->MaxLevel); 45 lastLevel = MAX2(firstLevel, lastLevel); /* need at least one level */ 46 } else { 47 /* Min/max LOD are taken into account in sampler state. We don't 48 * want to re-layout textures just because clamping has been applied 49 * since it means a bunch of blitting around and probably no memory 50 * savings (since we have to keep the other levels around anyway). 51 */ 52 lastLevel = MIN2(tObj->BaseLevel + baseImage->MaxLog2, 53 tObj->MaxLevel); 54 /* need at least one level */ 55 lastLevel = MAX2(firstLevel, lastLevel); 56 } 57 } 58 59 /* save these values */ 60 intelObj->firstLevel = firstLevel; 61 intelObj->lastLevel = lastLevel; 62} 63 64/** 65 * Copies the image's contents at its level into the object's miptree, 66 * and updates the image to point at the object's miptree. 67 */ 68static void 69copy_image_data_to_tree(struct intel_context *intel, 70 struct intel_texture_object *intelObj, 71 struct intel_texture_image *intelImage) 72{ 73 if (intelImage->mt) { 74 /* Copy potentially with the blitter: 75 */ 76 intel_miptree_image_copy(intel, 77 intelObj->mt, 78 intelImage->face, 79 intelImage->level, intelImage->mt); 80 81 intel_miptree_release(intel, &intelImage->mt); 82 } 83 else { 84 assert(intelImage->base.Data != NULL); 85 86 /* More straightforward upload. 87 */ 88 intel_miptree_image_data(intel, 89 intelObj->mt, 90 intelImage->face, 91 intelImage->level, 92 intelImage->base.Data, 93 intelImage->base.RowStride, 94 intelImage->base.RowStride * 95 intelImage->base.Height); 96 _mesa_align_free(intelImage->base.Data); 97 intelImage->base.Data = NULL; 98 } 99 100 intel_miptree_reference(&intelImage->mt, intelObj->mt); 101} 102 103 104/* 105 */ 106GLuint 107intel_finalize_mipmap_tree(struct intel_context *intel, GLuint unit) 108{ 109 struct gl_texture_object *tObj = intel->ctx.Texture.Unit[unit]._Current; 110 struct intel_texture_object *intelObj = intel_texture_object(tObj); 111 int comp_byte = 0; 112 int cpp; 113 GLuint face, i; 114 GLuint nr_faces = 0; 115 struct intel_texture_image *firstImage; 116 117 /* We know/require this is true by now: 118 */ 119 assert(intelObj->base._Complete); 120 121 /* What levels must the tree include at a minimum? 122 */ 123 intel_calculate_first_last_level(intel, intelObj); 124 firstImage = intel_texture_image(tObj->Image[0][intelObj->firstLevel]); 125 126 /* Fallback case: 127 */ 128 if (firstImage->base.Border) { 129 if (intelObj->mt) { 130 intel_miptree_release(intel, &intelObj->mt); 131 } 132 return GL_FALSE; 133 } 134 135 136 /* If both firstImage and intelObj have a tree which can contain 137 * all active images, favour firstImage. Note that because of the 138 * completeness requirement, we know that the image dimensions 139 * will match. 140 */ 141 if (firstImage->mt && 142 firstImage->mt != intelObj->mt && 143 firstImage->mt->first_level <= intelObj->firstLevel && 144 firstImage->mt->last_level >= intelObj->lastLevel) { 145 146 if (intelObj->mt) 147 intel_miptree_release(intel, &intelObj->mt); 148 149 intel_miptree_reference(&intelObj->mt, firstImage->mt); 150 } 151 152 if (_mesa_is_format_compressed(firstImage->base.TexFormat)) { 153 comp_byte = intel_compressed_num_bytes(firstImage->base.TexFormat); 154 cpp = comp_byte; 155 } 156 else 157 cpp = _mesa_get_format_bytes(firstImage->base.TexFormat); 158 159 /* Check tree can hold all active levels. Check tree matches 160 * target, imageFormat, etc. 161 * 162 * XXX: For some layouts (eg i945?), the test might have to be 163 * first_level == firstLevel, as the tree isn't valid except at the 164 * original start level. Hope to get around this by 165 * programming minLod, maxLod, baseLevel into the hardware and 166 * leaving the tree alone. 167 */ 168 if (intelObj->mt && 169 (intelObj->mt->target != intelObj->base.Target || 170 intelObj->mt->internal_format != firstImage->base.InternalFormat || 171 intelObj->mt->first_level != intelObj->firstLevel || 172 intelObj->mt->last_level != intelObj->lastLevel || 173 intelObj->mt->width0 != firstImage->base.Width || 174 intelObj->mt->height0 != firstImage->base.Height || 175 intelObj->mt->depth0 != firstImage->base.Depth || 176 intelObj->mt->cpp != cpp || 177 intelObj->mt->compressed != _mesa_is_format_compressed(firstImage->base.TexFormat))) { 178 intel_miptree_release(intel, &intelObj->mt); 179 } 180 181 182 /* May need to create a new tree: 183 */ 184 if (!intelObj->mt) { 185 intelObj->mt = intel_miptree_create(intel, 186 intelObj->base.Target, 187 firstImage->base._BaseFormat, 188 firstImage->base.InternalFormat, 189 intelObj->firstLevel, 190 intelObj->lastLevel, 191 firstImage->base.Width, 192 firstImage->base.Height, 193 firstImage->base.Depth, 194 cpp, 195 comp_byte, 196 GL_TRUE); 197 } 198 199 /* Pull in any images not in the object's tree: 200 */ 201 nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 202 for (face = 0; face < nr_faces; face++) { 203 for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) { 204 struct intel_texture_image *intelImage = 205 intel_texture_image(intelObj->base.Image[face][i]); 206 207 /* Need to import images in main memory or held in other trees. 208 * If it's a render target, then its data isn't needed to be in 209 * the object tree (otherwise we'd be FBO incomplete), and we need 210 * to keep track of the image's MT as needing to be pulled in still, 211 * or we'll lose the rendering that's done to it. 212 */ 213 if (intelObj->mt != intelImage->mt && 214 !intelImage->used_as_render_target) { 215 copy_image_data_to_tree(intel, intelObj, intelImage); 216 } 217 } 218 } 219 220 return GL_TRUE; 221} 222 223void 224intel_tex_map_level_images(struct intel_context *intel, 225 struct intel_texture_object *intelObj, 226 int level) 227{ 228 GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 229 GLuint face; 230 231 for (face = 0; face < nr_faces; face++) { 232 struct intel_texture_image *intelImage = 233 intel_texture_image(intelObj->base.Image[face][level]); 234 235 if (intelImage && intelImage->mt) { 236 intelImage->base.Data = 237 intel_miptree_image_map(intel, 238 intelImage->mt, 239 intelImage->face, 240 intelImage->level, 241 &intelImage->base.RowStride, 242 intelImage->base.ImageOffsets); 243 /* convert stride to texels, not bytes */ 244 intelImage->base.RowStride /= intelImage->mt->cpp; 245 /* intelImage->base.ImageStride /= intelImage->mt->cpp; */ 246 } 247 } 248} 249 250void 251intel_tex_unmap_level_images(struct intel_context *intel, 252 struct intel_texture_object *intelObj, 253 int level) 254{ 255 GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 256 GLuint face; 257 258 for (face = 0; face < nr_faces; face++) { 259 struct intel_texture_image *intelImage = 260 intel_texture_image(intelObj->base.Image[face][level]); 261 262 if (intelImage && intelImage->mt) { 263 intel_miptree_image_unmap(intel, intelImage->mt); 264 intelImage->base.Data = NULL; 265 } 266 } 267} 268 269void 270intel_tex_map_images(struct intel_context *intel, 271 struct intel_texture_object *intelObj) 272{ 273 int i; 274 275 DBG("%s\n", __FUNCTION__); 276 277 for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) 278 intel_tex_map_level_images(intel, intelObj, i); 279} 280 281void 282intel_tex_unmap_images(struct intel_context *intel, 283 struct intel_texture_object *intelObj) 284{ 285 int i; 286 287 for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) 288 intel_tex_unmap_level_images(intel, intelObj, i); 289} 290