intel_tex_validate.c revision 7ce6517f3ac41bf770ab39aba4509d4f535ef663
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 * When validating, we only care about the texture images that could
12 * be seen, so for non-mipmapped modes we want to ignore everything
13 * but BaseLevel.
14 */
15static void
16intel_update_max_level(struct intel_context *intel,
17		       struct intel_texture_object *intelObj)
18{
19   struct gl_texture_object *tObj = &intelObj->base;
20
21   if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
22      intelObj->_MaxLevel = tObj->BaseLevel;
23   } else {
24      intelObj->_MaxLevel = tObj->_MaxLevel;
25   }
26}
27
28/**
29 * Copies the image's contents at its level into the object's miptree,
30 * and updates the image to point at the object's miptree.
31 */
32static void
33copy_image_data_to_tree(struct intel_context *intel,
34                        struct intel_texture_object *intelObj,
35                        struct intel_texture_image *intelImage)
36{
37   if (intelImage->mt) {
38      /* Copy potentially with the blitter:
39       */
40      intel_miptree_image_copy(intel,
41                               intelObj->mt,
42                               intelImage->face,
43                               intelImage->level, intelImage->mt);
44
45      intel_miptree_release(intel, &intelImage->mt);
46   }
47   else {
48      assert(intelImage->base.Data != NULL);
49
50      /* More straightforward upload.
51       */
52      intel_miptree_image_data(intel,
53                               intelObj->mt,
54                               intelImage->face,
55                               intelImage->level,
56                               intelImage->base.Data,
57                               intelImage->base.RowStride,
58                               intelImage->base.RowStride *
59                               intelImage->base.Height);
60      _mesa_align_free(intelImage->base.Data);
61      intelImage->base.Data = NULL;
62   }
63
64   intel_miptree_reference(&intelImage->mt, intelObj->mt);
65}
66
67
68/*
69 */
70GLuint
71intel_finalize_mipmap_tree(struct intel_context *intel, GLuint unit)
72{
73   struct gl_texture_object *tObj = intel->ctx.Texture.Unit[unit]._Current;
74   struct intel_texture_object *intelObj = intel_texture_object(tObj);
75   int comp_byte = 0;
76   int cpp;
77   GLuint face, i;
78   GLuint nr_faces = 0;
79   struct intel_texture_image *firstImage;
80
81   /* We know/require this is true by now:
82    */
83   assert(intelObj->base._Complete);
84
85   /* What levels must the tree include at a minimum?
86    */
87   intel_update_max_level(intel, intelObj);
88   firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]);
89
90   /* Fallback case:
91    */
92   if (firstImage->base.Border) {
93      if (intelObj->mt) {
94         intel_miptree_release(intel, &intelObj->mt);
95      }
96      return GL_FALSE;
97   }
98
99
100   /* If both firstImage and intelObj have a tree which can contain
101    * all active images, favour firstImage.  Note that because of the
102    * completeness requirement, we know that the image dimensions
103    * will match.
104    */
105   if (firstImage->mt &&
106       firstImage->mt != intelObj->mt &&
107       firstImage->mt->levels >= intelObj->_MaxLevel) {
108
109      if (intelObj->mt)
110         intel_miptree_release(intel, &intelObj->mt);
111
112      intel_miptree_reference(&intelObj->mt, firstImage->mt);
113   }
114
115   if (_mesa_is_format_compressed(firstImage->base.TexFormat)) {
116      comp_byte = intel_compressed_num_bytes(firstImage->base.TexFormat);
117      cpp = comp_byte;
118   }
119   else
120      cpp = _mesa_get_format_bytes(firstImage->base.TexFormat);
121
122   /* Check tree can hold all active levels.  Check tree matches
123    * target, imageFormat, etc.
124    *
125    * XXX: For some layouts (eg i945?), the test might have to be
126    * first_level == firstLevel, as the tree isn't valid except at the
127    * original start level.  Hope to get around this by
128    * programming minLod, maxLod, baseLevel into the hardware and
129    * leaving the tree alone.
130    */
131   if (intelObj->mt &&
132       (intelObj->mt->target != intelObj->base.Target ||
133	intelObj->mt->internal_format != firstImage->base.InternalFormat ||
134	intelObj->mt->levels <= intelObj->_MaxLevel ||
135	intelObj->mt->width0 != firstImage->mt->width0 ||
136	intelObj->mt->height0 != firstImage->mt->height0 ||
137	intelObj->mt->depth0 != firstImage->mt->depth0 ||
138	intelObj->mt->cpp != cpp ||
139	intelObj->mt->compressed != _mesa_is_format_compressed(firstImage->base.TexFormat))) {
140      intel_miptree_release(intel, &intelObj->mt);
141   }
142
143
144   /* May need to create a new tree:
145    */
146   if (!intelObj->mt) {
147      intelObj->mt = intel_miptree_create_for_teximage(intel, intelObj,
148						       firstImage,
149						       GL_TRUE);
150   }
151
152   /* Pull in any images not in the object's tree:
153    */
154   nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
155   for (face = 0; face < nr_faces; face++) {
156      for (i = tObj->BaseLevel; i <= intelObj->_MaxLevel; i++) {
157         struct intel_texture_image *intelImage =
158            intel_texture_image(intelObj->base.Image[face][i]);
159
160         /* Need to import images in main memory or held in other trees.
161	  * If it's a render target, then its data isn't needed to be in
162	  * the object tree (otherwise we'd be FBO incomplete), and we need
163	  * to keep track of the image's MT as needing to be pulled in still,
164	  * or we'll lose the rendering that's done to it.
165          */
166         if (intelObj->mt != intelImage->mt &&
167	     !intelImage->used_as_render_target) {
168            copy_image_data_to_tree(intel, intelObj, intelImage);
169         }
170      }
171   }
172
173   return GL_TRUE;
174}
175
176void
177intel_tex_map_level_images(struct intel_context *intel,
178			   struct intel_texture_object *intelObj,
179			   int level)
180{
181   GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
182   GLuint face;
183
184   for (face = 0; face < nr_faces; face++) {
185      struct intel_texture_image *intelImage =
186	 intel_texture_image(intelObj->base.Image[face][level]);
187
188      if (intelImage && intelImage->mt) {
189	 intelImage->base.Data =
190	    intel_miptree_image_map(intel,
191				    intelImage->mt,
192				    intelImage->face,
193				    intelImage->level,
194				    &intelImage->base.RowStride,
195				    intelImage->base.ImageOffsets);
196	 /* convert stride to texels, not bytes */
197	 intelImage->base.RowStride /= intelImage->mt->cpp;
198	 /* intelImage->base.ImageStride /= intelImage->mt->cpp; */
199      }
200   }
201}
202
203void
204intel_tex_unmap_level_images(struct intel_context *intel,
205			     struct intel_texture_object *intelObj,
206			     int level)
207{
208   GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
209   GLuint face;
210
211   for (face = 0; face < nr_faces; face++) {
212      struct intel_texture_image *intelImage =
213	 intel_texture_image(intelObj->base.Image[face][level]);
214
215      if (intelImage && intelImage->mt) {
216	 intel_miptree_image_unmap(intel, intelImage->mt);
217	 intelImage->base.Data = NULL;
218      }
219   }
220}
221
222void
223intel_tex_map_images(struct intel_context *intel,
224                     struct intel_texture_object *intelObj)
225{
226   int i;
227
228   DBG("%s\n", __FUNCTION__);
229
230   for (i = intelObj->base.BaseLevel; i <= intelObj->_MaxLevel; i++)
231      intel_tex_map_level_images(intel, intelObj, i);
232}
233
234void
235intel_tex_unmap_images(struct intel_context *intel,
236                       struct intel_texture_object *intelObj)
237{
238   int i;
239
240   for (i = intelObj->base.BaseLevel; i <= intelObj->_MaxLevel; i++)
241      intel_tex_unmap_level_images(intel, intelObj, i);
242}
243