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