intel_tex_validate.c revision 7978fb4d9fd9c3e07aa1c09eba5571ec8a437d9c
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_blit.h" 8#include "intel_tex.h" 9#include "intel_tex_layout.h" 10 11#define FILE_DEBUG_FLAG DEBUG_TEXTURE 12 13/** 14 * When validating, we only care about the texture images that could 15 * be seen, so for non-mipmapped modes we want to ignore everything 16 * but BaseLevel. 17 */ 18static void 19intel_update_max_level(struct intel_texture_object *intelObj, 20 struct gl_sampler_object *sampler) 21{ 22 struct gl_texture_object *tObj = &intelObj->base; 23 24 if (sampler->MinFilter == GL_NEAREST || 25 sampler->MinFilter == GL_LINEAR) { 26 intelObj->_MaxLevel = tObj->BaseLevel; 27 } else { 28 intelObj->_MaxLevel = tObj->_MaxLevel; 29 } 30} 31 32/* 33 */ 34GLuint 35intel_finalize_mipmap_tree(struct intel_context *intel, GLuint unit) 36{ 37 struct gl_context *ctx = &intel->ctx; 38 struct gl_texture_object *tObj = intel->ctx.Texture.Unit[unit]._Current; 39 struct intel_texture_object *intelObj = intel_texture_object(tObj); 40 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit); 41 GLuint face, i; 42 GLuint nr_faces = 0; 43 struct intel_texture_image *firstImage; 44 int width, height, depth; 45 46 /* We know/require this is true by now: 47 */ 48 assert(intelObj->base._Complete); 49 50 /* What levels must the tree include at a minimum? 51 */ 52 intel_update_max_level(intelObj, sampler); 53 firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]); 54 55 /* Check tree can hold all active levels. Check tree matches 56 * target, imageFormat, etc. 57 * 58 * For pre-gen4, we have to match first_level == tObj->BaseLevel, 59 * because we don't have the control that gen4 does to make min/mag 60 * determination happen at a nonzero (hardware) baselevel. Because 61 * of that, we just always relayout on baselevel change. 62 */ 63 if (intelObj->mt && 64 (!intel_miptree_match_image(intelObj->mt, &firstImage->base.Base) || 65 intelObj->mt->target != intelObj->base.Target || 66 intelObj->mt->first_level != tObj->BaseLevel || 67 intelObj->mt->last_level < intelObj->_MaxLevel)) { 68 intel_miptree_release(&intelObj->mt); 69 } 70 71 72 /* May need to create a new tree: 73 */ 74 if (!intelObj->mt) { 75 intel_miptree_get_dimensions_for_image(&firstImage->base.Base, 76 &width, &height, &depth); 77 78 intelObj->mt = intel_miptree_create(intel, 79 intelObj->base.Target, 80 firstImage->base.Base.TexFormat, 81 tObj->BaseLevel, 82 intelObj->_MaxLevel, 83 width, 84 height, 85 depth, 86 true); 87 if (!intelObj->mt) 88 return false; 89 } 90 91 /* Pull in any images not in the object's tree: 92 */ 93 nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 94 for (face = 0; face < nr_faces; face++) { 95 for (i = tObj->BaseLevel; i <= intelObj->_MaxLevel; i++) { 96 struct intel_texture_image *intelImage = 97 intel_texture_image(intelObj->base.Image[face][i]); 98 /* skip too small size mipmap */ 99 if (intelImage == NULL) 100 break; 101 /* Need to import images in main memory or held in other trees. 102 * If it's a render target, then its data isn't needed to be in 103 * the object tree (otherwise we'd be FBO incomplete), and we need 104 * to keep track of the image's MT as needing to be pulled in still, 105 * or we'll lose the rendering that's done to it. 106 */ 107 if (intelObj->mt != intelImage->mt && 108 !intelImage->used_as_render_target) { 109 intel_miptree_copy_teximage(intel, intelImage, intelObj->mt); 110 } 111 } 112 } 113 114 return true; 115} 116 117/** 118 * \param mode bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT 119 */ 120static void 121intel_tex_map_image_for_swrast(struct intel_context *intel, 122 struct intel_texture_image *intel_image, 123 GLbitfield mode) 124{ 125 int level; 126 int face; 127 struct intel_mipmap_tree *mt; 128 unsigned int x, y; 129 130 if (!intel_image || !intel_image->mt) 131 return; 132 133 level = intel_image->base.Base.Level; 134 face = intel_image->base.Base.Face; 135 mt = intel_image->mt; 136 137 if (mt->target == GL_TEXTURE_3D || 138 mt->target == GL_TEXTURE_2D_ARRAY || 139 mt->target == GL_TEXTURE_1D_ARRAY) { 140 int i; 141 142 /* ImageOffsets[] is only used for swrast's fetch_texel_3d, so we can't 143 * share code with the normal path. 144 */ 145 for (i = 0; i < mt->level[level].depth; i++) { 146 intel_miptree_get_image_offset(mt, level, face, i, &x, &y); 147 intel_image->base.ImageOffsets[i] = x + y * mt->region->pitch; 148 } 149 150 DBG("%s \n", __FUNCTION__); 151 152 intel_image->base.Data = intel_region_map(intel, mt->region, mode); 153 } else { 154 assert(intel_image->base.Base.Depth == 1); 155 intel_miptree_get_image_offset(mt, level, face, 0, &x, &y); 156 157 DBG("%s: (%d,%d) -> (%d, %d)/%d\n", 158 __FUNCTION__, face, level, x, y, mt->region->pitch * mt->cpp); 159 160 intel_image->base.Data = intel_region_map(intel, mt->region, mode) + 161 (x + y * mt->region->pitch) * mt->cpp; 162 } 163 164 intel_image->base.RowStride = mt->region->pitch; 165} 166 167static void 168intel_tex_unmap_image_for_swrast(struct intel_context *intel, 169 struct intel_texture_image *intel_image) 170{ 171 if (intel_image && intel_image->mt) { 172 intel_region_unmap(intel, intel_image->mt->region); 173 intel_image->base.Data = NULL; 174 } 175} 176 177/** 178 * \param mode bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT 179 */ 180void 181intel_tex_map_images(struct intel_context *intel, 182 struct intel_texture_object *intelObj, 183 GLbitfield mode) 184{ 185 GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 186 int i, face; 187 188 DBG("%s\n", __FUNCTION__); 189 190 for (i = intelObj->base.BaseLevel; i <= intelObj->_MaxLevel; i++) { 191 for (face = 0; face < nr_faces; face++) { 192 struct intel_texture_image *intel_image = 193 intel_texture_image(intelObj->base.Image[face][i]); 194 195 intel_tex_map_image_for_swrast(intel, intel_image, mode); 196 } 197 } 198} 199 200void 201intel_tex_unmap_images(struct intel_context *intel, 202 struct intel_texture_object *intelObj) 203{ 204 GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 205 int i, face; 206 207 for (i = intelObj->base.BaseLevel; i <= intelObj->_MaxLevel; i++) { 208 for (face = 0; face < nr_faces; face++) { 209 struct intel_texture_image *intel_image = 210 intel_texture_image(intelObj->base.Image[face][i]); 211 212 intel_tex_unmap_image_for_swrast(intel, intel_image); 213 } 214 } 215} 216