intel_tex_validate.c revision c0b4257aa9ba783674ccf7162799385734dff211
1#include "mtypes.h"
2#include "macros.h"
3
4#include "intel_context.h"
5#include "intel_batchbuffer.h"
6#include "intel_mipmap_tree.h"
7#include "intel_tex.h"
8
9#define FILE_DEBUG_FLAG DEBUG_TEXTURE
10
11/**
12 * Compute which mipmap levels that really need to be sent to the hardware.
13 * This depends on the base image size, GL_TEXTURE_MIN_LOD,
14 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
15 */
16static void
17intel_calculate_first_last_level(struct intel_texture_object *intelObj)
18{
19   struct gl_texture_object *tObj = &intelObj->base;
20   const struct gl_texture_image *const baseImage =
21      tObj->Image[0][tObj->BaseLevel];
22
23   /* These must be signed values.  MinLod and MaxLod can be negative numbers,
24    * and having firstLevel and lastLevel as signed prevents the need for
25    * extra sign checks.
26    */
27   int firstLevel;
28   int lastLevel;
29
30   /* Yes, this looks overly complicated, but it's all needed.
31    */
32   switch (tObj->Target) {
33   case GL_TEXTURE_1D:
34   case GL_TEXTURE_2D:
35   case GL_TEXTURE_3D:
36   case GL_TEXTURE_CUBE_MAP:
37      if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
38         /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
39          */
40         firstLevel = lastLevel = tObj->BaseLevel;
41      }
42      else {
43#ifdef I915
44         firstLevel = tObj->BaseLevel + (GLint) (tObj->MinLod + 0.5);
45         firstLevel = MAX2(firstLevel, tObj->BaseLevel);
46         lastLevel = tObj->BaseLevel + (GLint) (tObj->MaxLod + 0.5);
47         lastLevel = MAX2(lastLevel, tObj->BaseLevel);
48         lastLevel = MIN2(lastLevel, tObj->BaseLevel + baseImage->MaxLog2);
49         lastLevel = MIN2(lastLevel, tObj->MaxLevel);
50         lastLevel = MAX2(firstLevel, lastLevel);       /* need at least one level */
51#else
52	 /* Currently not taking min/max lod into account here, those
53	  * values are programmed as sampler state elsewhere and we
54	  * upload the same mipmap levels regardless.  Not sure if
55	  * this makes sense as it means it isn't possible for the app
56	  * to use min/max lod to reduce texture memory pressure:
57	  */
58	 firstLevel = tObj->BaseLevel;
59	 lastLevel = MIN2(tObj->BaseLevel + baseImage->MaxLog2,
60			  tObj->MaxLevel);
61	 lastLevel = MAX2(firstLevel, lastLevel); /* need at least one level */
62#endif
63      }
64      break;
65   case GL_TEXTURE_RECTANGLE_NV:
66   case GL_TEXTURE_4D_SGIS:
67      firstLevel = lastLevel = 0;
68      break;
69   default:
70      return;
71   }
72
73   /* save these values */
74   intelObj->firstLevel = firstLevel;
75   intelObj->lastLevel = lastLevel;
76}
77
78static void
79copy_image_data_to_tree(struct intel_context *intel,
80                        struct intel_texture_object *intelObj,
81                        struct intel_texture_image *intelImage)
82{
83   if (intelImage->mt) {
84      /* Copy potentially with the blitter:
85       */
86      intel_miptree_image_copy(intel,
87                               intelObj->mt,
88                               intelImage->face,
89                               intelImage->level, intelImage->mt);
90
91      intel_miptree_release(intel, &intelImage->mt);
92   }
93   else {
94      assert(intelImage->base.Data != NULL);
95
96      /* More straightforward upload.
97       */
98      intel_miptree_image_data(intel,
99                               intelObj->mt,
100                               intelImage->face,
101                               intelImage->level,
102                               intelImage->base.Data,
103                               intelImage->base.RowStride,
104                               intelImage->base.RowStride *
105                               intelImage->base.Height);
106      _mesa_align_free(intelImage->base.Data);
107      intelImage->base.Data = NULL;
108   }
109
110   intel_miptree_reference(&intelImage->mt, intelObj->mt);
111}
112
113
114/*
115 */
116GLuint
117intel_finalize_mipmap_tree(struct intel_context *intel, GLuint unit)
118{
119   struct gl_texture_object *tObj = intel->ctx.Texture.Unit[unit]._Current;
120   struct intel_texture_object *intelObj = intel_texture_object(tObj);
121   int comp_byte = 0;
122   int cpp;
123
124   GLuint face, i;
125   GLuint nr_faces = 0;
126   struct intel_texture_image *firstImage;
127
128   GLboolean need_flush = GL_FALSE;
129
130   /* We know/require this is true by now:
131    */
132   assert(intelObj->base._Complete);
133
134   /* What levels must the tree include at a minimum?
135    */
136   intel_calculate_first_last_level(intelObj);
137   firstImage =
138      intel_texture_image(intelObj->base.Image[0][intelObj->firstLevel]);
139
140   /* Fallback case:
141    */
142   if (firstImage->base.Border) {
143      if (intelObj->mt) {
144         intel_miptree_release(intel, &intelObj->mt);
145      }
146      return GL_FALSE;
147   }
148
149
150   /* If both firstImage and intelObj have a tree which can contain
151    * all active images, favour firstImage.  Note that because of the
152    * completeness requirement, we know that the image dimensions
153    * will match.
154    */
155   if (firstImage->mt &&
156       firstImage->mt != intelObj->mt &&
157       firstImage->mt->first_level <= intelObj->firstLevel &&
158       firstImage->mt->last_level >= intelObj->lastLevel) {
159
160      if (intelObj->mt)
161         intel_miptree_release(intel, &intelObj->mt);
162
163      intel_miptree_reference(&intelObj->mt, firstImage->mt);
164   }
165
166   if (firstImage->base.IsCompressed) {
167      comp_byte = intel_compressed_num_bytes(firstImage->base.TexFormat->MesaFormat);
168      cpp = comp_byte;
169   }
170   else cpp = firstImage->base.TexFormat->TexelBytes;
171
172   /* Check tree can hold all active levels.  Check tree matches
173    * target, imageFormat, etc.
174    *
175    * XXX: For some layouts (eg i945?), the test might have to be
176    * first_level == firstLevel, as the tree isn't valid except at the
177    * original start level.  Hope to get around this by
178    * programming minLod, maxLod, baseLevel into the hardware and
179    * leaving the tree alone.
180    */
181   if (intelObj->mt &&
182       (intelObj->mt->target != intelObj->base.Target ||
183	intelObj->mt->internal_format != firstImage->base.InternalFormat ||
184	intelObj->mt->first_level != intelObj->firstLevel ||
185	intelObj->mt->last_level != intelObj->lastLevel ||
186	intelObj->mt->width0 != firstImage->base.Width ||
187	intelObj->mt->height0 != firstImage->base.Height ||
188	intelObj->mt->depth0 != firstImage->base.Depth ||
189	intelObj->mt->cpp != cpp ||
190	intelObj->mt->compressed != firstImage->base.IsCompressed)) {
191      intel_miptree_release(intel, &intelObj->mt);
192   }
193
194
195   /* May need to create a new tree:
196    */
197   if (!intelObj->mt) {
198      intelObj->mt = intel_miptree_create(intel,
199                                          intelObj->base.Target,
200                                          firstImage->base.InternalFormat,
201                                          intelObj->firstLevel,
202                                          intelObj->lastLevel,
203                                          firstImage->base.Width,
204                                          firstImage->base.Height,
205                                          firstImage->base.Depth,
206                                          cpp,
207                                          comp_byte);
208   }
209
210   /* Pull in any images not in the object's tree:
211    */
212   nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
213   for (face = 0; face < nr_faces; face++) {
214      for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) {
215         struct intel_texture_image *intelImage =
216            intel_texture_image(intelObj->base.Image[face][i]);
217
218         /* Need to import images in main memory or held in other trees.
219          */
220         if (intelObj->mt != intelImage->mt) {
221            copy_image_data_to_tree(intel, intelObj, intelImage);
222	    need_flush = GL_TRUE;
223         }
224      }
225   }
226
227#ifdef I915
228   /* XXX: what is this flush about?
229    * On 965, it causes a batch flush in the middle of the state relocation
230    * emits, which means that the eventual rendering doesn't have all of the
231    * required relocations in place.
232    */
233   if (need_flush)
234      intel_batchbuffer_flush(intel->batch);
235#endif
236
237   return GL_TRUE;
238}
239
240
241
242void
243intel_tex_map_images(struct intel_context *intel,
244                     struct intel_texture_object *intelObj)
245{
246   GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
247   GLuint face, i;
248
249   DBG("%s\n", __FUNCTION__);
250
251   for (face = 0; face < nr_faces; face++) {
252      for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) {
253         struct intel_texture_image *intelImage =
254            intel_texture_image(intelObj->base.Image[face][i]);
255
256         if (intelImage->mt) {
257            intelImage->base.Data =
258               intel_miptree_image_map(intel,
259                                       intelImage->mt,
260                                       intelImage->face,
261                                       intelImage->level,
262                                       &intelImage->base.RowStride,
263                                       intelImage->base.ImageOffsets);
264            /* convert stride to texels, not bytes */
265            intelImage->base.RowStride /= intelImage->mt->cpp;
266/*             intelImage->base.ImageStride /= intelImage->mt->cpp; */
267         }
268      }
269   }
270}
271
272
273
274void
275intel_tex_unmap_images(struct intel_context *intel,
276                       struct intel_texture_object *intelObj)
277{
278   GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
279   GLuint face, i;
280
281   for (face = 0; face < nr_faces; face++) {
282      for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) {
283         struct intel_texture_image *intelImage =
284            intel_texture_image(intelObj->base.Image[face][i]);
285
286         if (intelImage->mt) {
287            intel_miptree_image_unmap(intel, intelImage->mt);
288            intelImage->base.Data = NULL;
289         }
290      }
291   }
292}
293