intel_tex_validate.c revision 9a523a48af05118424714f0a34ca3dda6861186a
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_context *intel, 18 struct intel_texture_object *intelObj, 19 struct gl_sampler_object *sampler) 20{ 21 struct gl_texture_object *tObj = &intelObj->base; 22 23 if (sampler->MinFilter == GL_NEAREST || 24 sampler->MinFilter == GL_LINEAR) { 25 intelObj->_MaxLevel = tObj->BaseLevel; 26 } else { 27 intelObj->_MaxLevel = tObj->_MaxLevel; 28 } 29} 30 31/** 32 * Copies the image's contents at its level into the object's miptree, 33 * and updates the image to point at the object's miptree. 34 */ 35static void 36copy_image_data_to_tree(struct intel_context *intel, 37 struct intel_texture_object *intelObj, 38 struct intel_texture_image *intelImage) 39{ 40 if (intelImage->mt) { 41 /* Copy potentially with the blitter: 42 */ 43 intel_miptree_image_copy(intel, 44 intelObj->mt, 45 intelImage->face, 46 intelImage->level, intelImage->mt); 47 48 intel_miptree_release(intel, &intelImage->mt); 49 } 50 else { 51 assert(intelImage->base.Data != NULL); 52 53 /* More straightforward upload. 54 */ 55 intel_miptree_image_data(intel, 56 intelObj->mt, 57 intelImage->face, 58 intelImage->level, 59 intelImage->base.Data, 60 intelImage->base.RowStride, 61 intelImage->base.RowStride * 62 intelImage->base.Height); 63 _mesa_align_free(intelImage->base.Data); 64 intelImage->base.Data = NULL; 65 } 66 67 intel_miptree_reference(&intelImage->mt, intelObj->mt); 68} 69 70 71/* 72 */ 73GLuint 74intel_finalize_mipmap_tree(struct intel_context *intel, GLuint unit) 75{ 76 struct gl_context *ctx = &intel->ctx; 77 struct gl_texture_object *tObj = intel->ctx.Texture.Unit[unit]._Current; 78 struct intel_texture_object *intelObj = intel_texture_object(tObj); 79 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit); 80 int comp_byte = 0; 81 int cpp; 82 GLuint face, i; 83 GLuint nr_faces = 0; 84 struct intel_texture_image *firstImage; 85 86 /* We know/require this is true by now: 87 */ 88 assert(intelObj->base._Complete); 89 90 /* What levels must the tree include at a minimum? 91 */ 92 intel_update_max_level(intel, intelObj, sampler); 93 firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]); 94 95 /* Fallback case: 96 */ 97 if (firstImage->base.Border) { 98 if (intelObj->mt) { 99 intel_miptree_release(intel, &intelObj->mt); 100 } 101 return GL_FALSE; 102 } 103 104 if (_mesa_is_format_compressed(firstImage->base.TexFormat)) { 105 comp_byte = intel_compressed_num_bytes(firstImage->base.TexFormat); 106 cpp = comp_byte; 107 } 108 else 109 cpp = _mesa_get_format_bytes(firstImage->base.TexFormat); 110 111 /* Check tree can hold all active levels. Check tree matches 112 * target, imageFormat, etc. 113 * 114 * For pre-gen4, we have to match first_level == tObj->BaseLevel, 115 * because we don't have the control that gen4 does to make min/mag 116 * determination happen at a nonzero (hardware) baselevel. Because 117 * of that, we just always relayout on baselevel change. 118 */ 119 if (intelObj->mt && 120 (intelObj->mt->target != intelObj->base.Target || 121 intelObj->mt->format != firstImage->base.TexFormat || 122 intelObj->mt->first_level != tObj->BaseLevel || 123 intelObj->mt->last_level < intelObj->_MaxLevel || 124 intelObj->mt->width0 != firstImage->base.Width || 125 intelObj->mt->height0 != firstImage->base.Height || 126 intelObj->mt->depth0 != firstImage->base.Depth)) { 127 intel_miptree_release(intel, &intelObj->mt); 128 } 129 130 131 /* May need to create a new tree: 132 */ 133 if (!intelObj->mt) { 134 intelObj->mt = intel_miptree_create(intel, 135 intelObj->base.Target, 136 firstImage->base.TexFormat, 137 firstImage->base._BaseFormat, 138 tObj->BaseLevel, 139 intelObj->_MaxLevel, 140 firstImage->base.Width, 141 firstImage->base.Height, 142 firstImage->base.Depth, 143 cpp, 144 comp_byte, 145 GL_TRUE); 146 if (!intelObj->mt) 147 return GL_FALSE; 148 } 149 150 /* Pull in any images not in the object's tree: 151 */ 152 nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 153 for (face = 0; face < nr_faces; face++) { 154 for (i = tObj->BaseLevel; i <= intelObj->_MaxLevel; i++) { 155 struct intel_texture_image *intelImage = 156 intel_texture_image(intelObj->base.Image[face][i]); 157 /* skip too small size mipmap */ 158 if (intelImage == NULL) 159 break; 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