intel_tex_validate.c revision bd3c10c0f0c60ab3421c2da2eab814edc2296cb0
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->first_level != tObj->BaseLevel || 66 intelObj->mt->last_level < intelObj->_MaxLevel)) { 67 intel_miptree_release(&intelObj->mt); 68 } 69 70 71 /* May need to create a new tree: 72 */ 73 if (!intelObj->mt) { 74 intel_miptree_get_dimensions_for_image(&firstImage->base.Base, 75 &width, &height, &depth); 76 77 intelObj->mt = intel_miptree_create(intel, 78 intelObj->base.Target, 79 firstImage->base.Base.TexFormat, 80 tObj->BaseLevel, 81 intelObj->_MaxLevel, 82 width, 83 height, 84 depth, 85 true); 86 if (!intelObj->mt) 87 return false; 88 } 89 90 /* Pull in any images not in the object's tree: 91 */ 92 nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 93 for (face = 0; face < nr_faces; face++) { 94 for (i = tObj->BaseLevel; i <= intelObj->_MaxLevel; i++) { 95 struct intel_texture_image *intelImage = 96 intel_texture_image(intelObj->base.Image[face][i]); 97 /* skip too small size mipmap */ 98 if (intelImage == NULL) 99 break; 100 /* Need to import images in main memory or held in other trees. 101 * If it's a render target, then its data isn't needed to be in 102 * the object tree (otherwise we'd be FBO incomplete), and we need 103 * to keep track of the image's MT as needing to be pulled in still, 104 * or we'll lose the rendering that's done to it. 105 */ 106 if (intelObj->mt != intelImage->mt && 107 !intelImage->used_as_render_target) { 108 intel_miptree_copy_teximage(intel, intelImage, intelObj->mt); 109 } 110 } 111 } 112 113 return true; 114} 115 116/** 117 * \param mode bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT 118 */ 119static void 120intel_tex_map_image_for_swrast(struct intel_context *intel, 121 struct intel_texture_image *intel_image, 122 GLbitfield mode) 123{ 124 int level; 125 int face; 126 struct intel_mipmap_tree *mt; 127 unsigned int x, y; 128 129 if (!intel_image || !intel_image->mt) 130 return; 131 132 level = intel_image->base.Base.Level; 133 face = intel_image->base.Base.Face; 134 mt = intel_image->mt; 135 136 if (mt->target == GL_TEXTURE_3D || 137 mt->target == GL_TEXTURE_2D_ARRAY || 138 mt->target == GL_TEXTURE_1D_ARRAY) { 139 int i; 140 141 /* ImageOffsets[] is only used for swrast's fetch_texel_3d, so we can't 142 * share code with the normal path. 143 */ 144 for (i = 0; i < mt->level[level].depth; i++) { 145 intel_miptree_get_image_offset(mt, level, face, i, &x, &y); 146 intel_image->base.ImageOffsets[i] = x + y * mt->region->pitch; 147 } 148 149 DBG("%s \n", __FUNCTION__); 150 151 intel_image->base.Map = intel_region_map(intel, mt->region, mode); 152 } else { 153 assert(intel_image->base.Base.Depth == 1); 154 intel_miptree_get_image_offset(mt, level, face, 0, &x, &y); 155 156 DBG("%s: (%d,%d) -> (%d, %d)/%d\n", 157 __FUNCTION__, face, level, x, y, mt->region->pitch * mt->cpp); 158 159 intel_image->base.Map = intel_region_map(intel, mt->region, mode) + 160 (x + y * mt->region->pitch) * mt->cpp; 161 } 162 163 intel_image->base.RowStride = mt->region->pitch; 164} 165 166static void 167intel_tex_unmap_image_for_swrast(struct intel_context *intel, 168 struct intel_texture_image *intel_image) 169{ 170 if (intel_image && intel_image->mt) { 171 intel_region_unmap(intel, intel_image->mt->region); 172 intel_image->base.Map = NULL; 173 } 174} 175 176/** 177 * \param mode bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT 178 */ 179void 180intel_tex_map_images(struct intel_context *intel, 181 struct intel_texture_object *intelObj, 182 GLbitfield mode) 183{ 184 GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 185 int i, face; 186 187 DBG("%s\n", __FUNCTION__); 188 189 for (i = intelObj->base.BaseLevel; i <= intelObj->_MaxLevel; i++) { 190 for (face = 0; face < nr_faces; face++) { 191 struct intel_texture_image *intel_image = 192 intel_texture_image(intelObj->base.Image[face][i]); 193 194 intel_tex_map_image_for_swrast(intel, intel_image, mode); 195 } 196 } 197} 198 199void 200intel_tex_unmap_images(struct intel_context *intel, 201 struct intel_texture_object *intelObj) 202{ 203 GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 204 int i, face; 205 206 for (i = intelObj->base.BaseLevel; i <= intelObj->_MaxLevel; i++) { 207 for (face = 0; face < nr_faces; face++) { 208 struct intel_texture_image *intel_image = 209 intel_texture_image(intelObj->base.Image[face][i]); 210 211 intel_tex_unmap_image_for_swrast(intel, intel_image); 212 } 213 } 214} 215