intel_tex_validate.c revision f94fef83db10f0c9327bd3dd43510ad31c94d82a
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   GLuint face, i;
81   GLuint nr_faces = 0;
82   struct intel_texture_image *firstImage;
83
84   /* We know/require this is true by now:
85    */
86   assert(intelObj->base._Complete);
87
88   /* What levels must the tree include at a minimum?
89    */
90   intel_update_max_level(intel, intelObj, sampler);
91   firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]);
92
93   /* Fallback case:
94    */
95   if (firstImage->base.Border) {
96      if (intelObj->mt) {
97         intel_miptree_release(intel, &intelObj->mt);
98      }
99      return GL_FALSE;
100   }
101
102   /* Check tree can hold all active levels.  Check tree matches
103    * target, imageFormat, etc.
104    *
105    * For pre-gen4, we have to match first_level == tObj->BaseLevel,
106    * because we don't have the control that gen4 does to make min/mag
107    * determination happen at a nonzero (hardware) baselevel.  Because
108    * of that, we just always relayout on baselevel change.
109    */
110   if (intelObj->mt &&
111       (intelObj->mt->target != intelObj->base.Target ||
112	intelObj->mt->format != firstImage->base.TexFormat ||
113	intelObj->mt->first_level != tObj->BaseLevel ||
114	intelObj->mt->last_level < intelObj->_MaxLevel ||
115	intelObj->mt->width0 != firstImage->base.Width ||
116	intelObj->mt->height0 != firstImage->base.Height ||
117	intelObj->mt->depth0 != firstImage->base.Depth)) {
118      intel_miptree_release(intel, &intelObj->mt);
119   }
120
121
122   /* May need to create a new tree:
123    */
124   if (!intelObj->mt) {
125      intelObj->mt = intel_miptree_create(intel,
126                                          intelObj->base.Target,
127					  firstImage->base.TexFormat,
128                                          tObj->BaseLevel,
129                                          intelObj->_MaxLevel,
130                                          firstImage->base.Width,
131                                          firstImage->base.Height,
132                                          firstImage->base.Depth,
133					  GL_TRUE);
134      if (!intelObj->mt)
135         return GL_FALSE;
136   }
137
138   /* Pull in any images not in the object's tree:
139    */
140   nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
141   for (face = 0; face < nr_faces; face++) {
142      for (i = tObj->BaseLevel; i <= intelObj->_MaxLevel; i++) {
143         struct intel_texture_image *intelImage =
144            intel_texture_image(intelObj->base.Image[face][i]);
145	 /* skip too small size mipmap */
146 	 if (intelImage == NULL)
147		 break;
148	 /* Need to import images in main memory or held in other trees.
149	  * If it's a render target, then its data isn't needed to be in
150	  * the object tree (otherwise we'd be FBO incomplete), and we need
151	  * to keep track of the image's MT as needing to be pulled in still,
152	  * or we'll lose the rendering that's done to it.
153          */
154         if (intelObj->mt != intelImage->mt &&
155	     !intelImage->used_as_render_target) {
156            copy_image_data_to_tree(intel, intelObj, intelImage);
157         }
158      }
159   }
160
161   return GL_TRUE;
162}
163
164void
165intel_tex_map_level_images(struct intel_context *intel,
166			   struct intel_texture_object *intelObj,
167			   int level)
168{
169   GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
170   GLuint face;
171
172   for (face = 0; face < nr_faces; face++) {
173      struct intel_texture_image *intelImage =
174	 intel_texture_image(intelObj->base.Image[face][level]);
175
176      if (intelImage && intelImage->mt) {
177	 intelImage->base.Data =
178	    intel_miptree_image_map(intel,
179				    intelImage->mt,
180				    intelImage->face,
181				    intelImage->level,
182				    &intelImage->base.RowStride,
183				    intelImage->base.ImageOffsets);
184	 /* convert stride to texels, not bytes */
185	 intelImage->base.RowStride /= intelImage->mt->cpp;
186	 /* intelImage->base.ImageStride /= intelImage->mt->cpp; */
187      }
188   }
189}
190
191void
192intel_tex_unmap_level_images(struct intel_context *intel,
193			     struct intel_texture_object *intelObj,
194			     int level)
195{
196   GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
197   GLuint face;
198
199   for (face = 0; face < nr_faces; face++) {
200      struct intel_texture_image *intelImage =
201	 intel_texture_image(intelObj->base.Image[face][level]);
202
203      if (intelImage && intelImage->mt) {
204	 intel_miptree_image_unmap(intel, intelImage->mt);
205	 intelImage->base.Data = NULL;
206      }
207   }
208}
209
210void
211intel_tex_map_images(struct intel_context *intel,
212                     struct intel_texture_object *intelObj)
213{
214   int i;
215
216   DBG("%s\n", __FUNCTION__);
217
218   for (i = intelObj->base.BaseLevel; i <= intelObj->_MaxLevel; i++)
219      intel_tex_map_level_images(intel, intelObj, i);
220}
221
222void
223intel_tex_unmap_images(struct intel_context *intel,
224                       struct intel_texture_object *intelObj)
225{
226   int i;
227
228   for (i = intelObj->base.BaseLevel; i <= intelObj->_MaxLevel; i++)
229      intel_tex_unmap_level_images(intel, intelObj, i);
230}
231