intel_tex_validate.c revision 9c5fdbb721147f7304faaa8960f5b64e25a8f673
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 tObj->BaseLevel, 138 intelObj->_MaxLevel, 139 firstImage->base.Width, 140 firstImage->base.Height, 141 firstImage->base.Depth, 142 cpp, 143 comp_byte, 144 GL_TRUE); 145 if (!intelObj->mt) 146 return GL_FALSE; 147 } 148 149 /* Pull in any images not in the object's tree: 150 */ 151 nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 152 for (face = 0; face < nr_faces; face++) { 153 for (i = tObj->BaseLevel; i <= intelObj->_MaxLevel; i++) { 154 struct intel_texture_image *intelImage = 155 intel_texture_image(intelObj->base.Image[face][i]); 156 /* skip too small size mipmap */ 157 if (intelImage == NULL) 158 break; 159 /* Need to import images in main memory or held in other trees. 160 * If it's a render target, then its data isn't needed to be in 161 * the object tree (otherwise we'd be FBO incomplete), and we need 162 * to keep track of the image's MT as needing to be pulled in still, 163 * or we'll lose the rendering that's done to it. 164 */ 165 if (intelObj->mt != intelImage->mt && 166 !intelImage->used_as_render_target) { 167 copy_image_data_to_tree(intel, intelObj, intelImage); 168 } 169 } 170 } 171 172 return GL_TRUE; 173} 174 175void 176intel_tex_map_level_images(struct intel_context *intel, 177 struct intel_texture_object *intelObj, 178 int level) 179{ 180 GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 181 GLuint face; 182 183 for (face = 0; face < nr_faces; face++) { 184 struct intel_texture_image *intelImage = 185 intel_texture_image(intelObj->base.Image[face][level]); 186 187 if (intelImage && intelImage->mt) { 188 intelImage->base.Data = 189 intel_miptree_image_map(intel, 190 intelImage->mt, 191 intelImage->face, 192 intelImage->level, 193 &intelImage->base.RowStride, 194 intelImage->base.ImageOffsets); 195 /* convert stride to texels, not bytes */ 196 intelImage->base.RowStride /= intelImage->mt->cpp; 197 /* intelImage->base.ImageStride /= intelImage->mt->cpp; */ 198 } 199 } 200} 201 202void 203intel_tex_unmap_level_images(struct intel_context *intel, 204 struct intel_texture_object *intelObj, 205 int level) 206{ 207 GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 208 GLuint face; 209 210 for (face = 0; face < nr_faces; face++) { 211 struct intel_texture_image *intelImage = 212 intel_texture_image(intelObj->base.Image[face][level]); 213 214 if (intelImage && intelImage->mt) { 215 intel_miptree_image_unmap(intel, intelImage->mt); 216 intelImage->base.Data = NULL; 217 } 218 } 219} 220 221void 222intel_tex_map_images(struct intel_context *intel, 223 struct intel_texture_object *intelObj) 224{ 225 int i; 226 227 DBG("%s\n", __FUNCTION__); 228 229 for (i = intelObj->base.BaseLevel; i <= intelObj->_MaxLevel; i++) 230 intel_tex_map_level_images(intel, intelObj, i); 231} 232 233void 234intel_tex_unmap_images(struct intel_context *intel, 235 struct intel_texture_object *intelObj) 236{ 237 int i; 238 239 for (i = intelObj->base.BaseLevel; i <= intelObj->_MaxLevel; i++) 240 intel_tex_unmap_level_images(intel, intelObj, i); 241} 242