intel_tex_validate.c revision f75843a517bd188639e6866db2a7b04de3524e16
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         firstLevel = MIN2(firstLevel, tObj->BaseLevel + baseImage->MaxLog2);
47         lastLevel = tObj->BaseLevel + (GLint) (tObj->MaxLod + 0.5);
48         lastLevel = MAX2(lastLevel, tObj->BaseLevel);
49         lastLevel = MIN2(lastLevel, tObj->BaseLevel + baseImage->MaxLog2);
50         lastLevel = MIN2(lastLevel, tObj->MaxLevel);
51         lastLevel = MAX2(firstLevel, lastLevel);       /* need at least one level */
52#else
53	 /* Currently not taking min/max lod into account here, those
54	  * values are programmed as sampler state elsewhere and we
55	  * upload the same mipmap levels regardless.  Not sure if
56	  * this makes sense as it means it isn't possible for the app
57	  * to use min/max lod to reduce texture memory pressure:
58	  */
59	 firstLevel = tObj->BaseLevel;
60	 lastLevel = MIN2(tObj->BaseLevel + baseImage->MaxLog2,
61			  tObj->MaxLevel);
62	 lastLevel = MAX2(firstLevel, lastLevel); /* need at least one level */
63#endif
64      }
65      break;
66   case GL_TEXTURE_RECTANGLE_NV:
67   case GL_TEXTURE_4D_SGIS:
68      firstLevel = lastLevel = 0;
69      break;
70   default:
71      return;
72   }
73
74   /* save these values */
75   intelObj->firstLevel = firstLevel;
76   intelObj->lastLevel = lastLevel;
77}
78
79/**
80 * Copies the image's contents at its level into the object's miptree,
81 * and updates the image to point at the object's miptree.
82 */
83static void
84copy_image_data_to_tree(struct intel_context *intel,
85                        struct intel_texture_object *intelObj,
86                        struct intel_texture_image *intelImage)
87{
88   if (intelImage->mt) {
89      /* Copy potentially with the blitter:
90       */
91      intel_miptree_image_copy(intel,
92                               intelObj->mt,
93                               intelImage->face,
94                               intelImage->level, intelImage->mt);
95
96      intel_miptree_release(intel, &intelImage->mt);
97   }
98   else {
99      assert(intelImage->base.Data != NULL);
100
101      /* More straightforward upload.
102       */
103      intel_miptree_image_data(intel,
104                               intelObj->mt,
105                               intelImage->face,
106                               intelImage->level,
107                               intelImage->base.Data,
108                               intelImage->base.RowStride,
109                               intelImage->base.RowStride *
110                               intelImage->base.Height);
111      _mesa_align_free(intelImage->base.Data);
112      intelImage->base.Data = NULL;
113   }
114
115   intel_miptree_reference(&intelImage->mt, intelObj->mt);
116}
117
118
119/*
120 */
121GLuint
122intel_finalize_mipmap_tree(struct intel_context *intel, GLuint unit)
123{
124   struct gl_texture_object *tObj = intel->ctx.Texture.Unit[unit]._Current;
125   struct intel_texture_object *intelObj = intel_texture_object(tObj);
126   int comp_byte = 0;
127   int cpp;
128   GLuint face, i;
129   GLuint nr_faces = 0;
130   struct intel_texture_image *firstImage;
131
132   /* We know/require this is true by now:
133    */
134   assert(intelObj->base._Complete);
135
136   /* What levels must the tree include at a minimum?
137    */
138   intel_calculate_first_last_level(intelObj);
139   firstImage =
140      intel_texture_image(intelObj->base.Image[0][intelObj->firstLevel]);
141
142   /* Fallback case:
143    */
144   if (firstImage->base.Border ||
145       ((firstImage->base._BaseFormat == GL_DEPTH_COMPONENT) &&
146        ((tObj->WrapS == GL_CLAMP_TO_BORDER) ||
147         (tObj->WrapT == GL_CLAMP_TO_BORDER)))) {
148      if (intelObj->mt) {
149         intel_miptree_release(intel, &intelObj->mt);
150      }
151      return GL_FALSE;
152   }
153
154
155   /* If both firstImage and intelObj have a tree which can contain
156    * all active images, favour firstImage.  Note that because of the
157    * completeness requirement, we know that the image dimensions
158    * will match.
159    */
160   if (firstImage->mt &&
161       firstImage->mt != intelObj->mt &&
162       firstImage->mt->first_level <= intelObj->firstLevel &&
163       firstImage->mt->last_level >= intelObj->lastLevel) {
164
165      if (intelObj->mt)
166         intel_miptree_release(intel, &intelObj->mt);
167
168      intel_miptree_reference(&intelObj->mt, firstImage->mt);
169   }
170
171   if (firstImage->base.IsCompressed) {
172      comp_byte = intel_compressed_num_bytes(firstImage->base.TexFormat->MesaFormat);
173      cpp = comp_byte;
174   }
175   else cpp = firstImage->base.TexFormat->TexelBytes;
176
177   /* Check tree can hold all active levels.  Check tree matches
178    * target, imageFormat, etc.
179    *
180    * XXX: For some layouts (eg i945?), the test might have to be
181    * first_level == firstLevel, as the tree isn't valid except at the
182    * original start level.  Hope to get around this by
183    * programming minLod, maxLod, baseLevel into the hardware and
184    * leaving the tree alone.
185    */
186   if (intelObj->mt &&
187       (intelObj->mt->target != intelObj->base.Target ||
188	intelObj->mt->internal_format != firstImage->base.InternalFormat ||
189	intelObj->mt->first_level != intelObj->firstLevel ||
190	intelObj->mt->last_level != intelObj->lastLevel ||
191	intelObj->mt->width0 != firstImage->base.Width ||
192	intelObj->mt->height0 != firstImage->base.Height ||
193	intelObj->mt->depth0 != firstImage->base.Depth ||
194	intelObj->mt->cpp != cpp ||
195	intelObj->mt->compressed != firstImage->base.IsCompressed)) {
196      intel_miptree_release(intel, &intelObj->mt);
197   }
198
199
200   /* May need to create a new tree:
201    */
202   if (!intelObj->mt) {
203      intelObj->mt = intel_miptree_create(intel,
204                                          intelObj->base.Target,
205                                          firstImage->base.InternalFormat,
206                                          intelObj->firstLevel,
207                                          intelObj->lastLevel,
208                                          firstImage->base.Width,
209                                          firstImage->base.Height,
210                                          firstImage->base.Depth,
211                                          cpp,
212                                          comp_byte);
213   }
214
215   /* Pull in any images not in the object's tree:
216    */
217   nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
218   for (face = 0; face < nr_faces; face++) {
219      for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) {
220         struct intel_texture_image *intelImage =
221            intel_texture_image(intelObj->base.Image[face][i]);
222
223         /* Need to import images in main memory or held in other trees.
224          */
225         if (intelObj->mt != intelImage->mt) {
226            copy_image_data_to_tree(intel, intelObj, intelImage);
227         }
228      }
229   }
230
231   return GL_TRUE;
232}
233
234void
235intel_tex_map_level_images(struct intel_context *intel,
236			   struct intel_texture_object *intelObj,
237			   int level)
238{
239   GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
240   GLuint face;
241
242   for (face = 0; face < nr_faces; face++) {
243      struct intel_texture_image *intelImage =
244	 intel_texture_image(intelObj->base.Image[face][level]);
245
246      if (intelImage->mt) {
247	 intelImage->base.Data =
248	    intel_miptree_image_map(intel,
249				    intelImage->mt,
250				    intelImage->face,
251				    intelImage->level,
252				    &intelImage->base.RowStride,
253				    intelImage->base.ImageOffsets);
254	 /* convert stride to texels, not bytes */
255	 intelImage->base.RowStride /= intelImage->mt->cpp;
256	 /* intelImage->base.ImageStride /= intelImage->mt->cpp; */
257      }
258   }
259}
260
261void
262intel_tex_unmap_level_images(struct intel_context *intel,
263			     struct intel_texture_object *intelObj,
264			     int level)
265{
266   GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
267   GLuint face;
268
269   for (face = 0; face < nr_faces; face++) {
270      struct intel_texture_image *intelImage =
271	 intel_texture_image(intelObj->base.Image[face][level]);
272
273      if (intelImage->mt) {
274	 intel_miptree_image_unmap(intel, intelImage->mt);
275	 intelImage->base.Data = NULL;
276      }
277   }
278}
279
280void
281intel_tex_map_images(struct intel_context *intel,
282                     struct intel_texture_object *intelObj)
283{
284   int i;
285
286   DBG("%s\n", __FUNCTION__);
287
288   for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++)
289      intel_tex_map_level_images(intel, intelObj, i);
290}
291
292void
293intel_tex_unmap_images(struct intel_context *intel,
294                       struct intel_texture_object *intelObj)
295{
296   int i;
297
298   for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++)
299      intel_tex_unmap_level_images(intel, intelObj, i);
300}
301