intel_tex_validate.c revision fb6bff3712d71cfe131fbf70154d326cdf39e7c8
1#include "main/mtypes.h" 2#include "main/macros.h" 3 4#include "intel_context.h" 5#include "intel_mipmap_tree.h" 6#include "intel_tex.h" 7 8#define FILE_DEBUG_FLAG DEBUG_TEXTURE 9 10/** 11 * Compute which mipmap levels that really need to be sent to the hardware. 12 * This depends on the base image size, GL_TEXTURE_MIN_LOD, 13 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL. 14 */ 15static void 16intel_calculate_first_last_level(struct intel_context *intel, 17 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 if (intel->gen == 2) { 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 /* Min/max LOD are taken into account in sampler state. We don't 54 * want to re-layout textures just because clamping has been applied 55 * since it means a bunch of blitting around and probably no memory 56 * savings (since we have to keep the other levels around anyway). 57 */ 58 firstLevel = tObj->BaseLevel; 59 lastLevel = MIN2(tObj->BaseLevel + baseImage->MaxLog2, 60 tObj->MaxLevel); 61 /* need at least one level */ 62 lastLevel = MAX2(firstLevel, lastLevel); 63 } 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(intel, intelObj); 139 firstImage = intel_texture_image(tObj->Image[0][intelObj->firstLevel]); 140 141 /* Fallback case: 142 */ 143 if (firstImage->base.Border) { 144 if (intelObj->mt) { 145 intel_miptree_release(intel, &intelObj->mt); 146 } 147 return GL_FALSE; 148 } 149 150 151 /* If both firstImage and intelObj have a tree which can contain 152 * all active images, favour firstImage. Note that because of the 153 * completeness requirement, we know that the image dimensions 154 * will match. 155 */ 156 if (firstImage->mt && 157 firstImage->mt != intelObj->mt && 158 firstImage->mt->first_level <= intelObj->firstLevel && 159 firstImage->mt->last_level >= intelObj->lastLevel) { 160 161 if (intelObj->mt) 162 intel_miptree_release(intel, &intelObj->mt); 163 164 intel_miptree_reference(&intelObj->mt, firstImage->mt); 165 } 166 167 if (_mesa_is_format_compressed(firstImage->base.TexFormat)) { 168 comp_byte = intel_compressed_num_bytes(firstImage->base.TexFormat); 169 cpp = comp_byte; 170 } 171 else 172 cpp = _mesa_get_format_bytes(firstImage->base.TexFormat); 173 174 /* Check tree can hold all active levels. Check tree matches 175 * target, imageFormat, etc. 176 * 177 * XXX: For some layouts (eg i945?), the test might have to be 178 * first_level == firstLevel, as the tree isn't valid except at the 179 * original start level. Hope to get around this by 180 * programming minLod, maxLod, baseLevel into the hardware and 181 * leaving the tree alone. 182 */ 183 if (intelObj->mt && 184 (intelObj->mt->target != intelObj->base.Target || 185 intelObj->mt->internal_format != firstImage->base.InternalFormat || 186 intelObj->mt->first_level != intelObj->firstLevel || 187 intelObj->mt->last_level != intelObj->lastLevel || 188 intelObj->mt->width0 != firstImage->base.Width || 189 intelObj->mt->height0 != firstImage->base.Height || 190 intelObj->mt->depth0 != firstImage->base.Depth || 191 intelObj->mt->cpp != cpp || 192 intelObj->mt->compressed != _mesa_is_format_compressed(firstImage->base.TexFormat))) { 193 intel_miptree_release(intel, &intelObj->mt); 194 } 195 196 197 /* May need to create a new tree: 198 */ 199 if (!intelObj->mt) { 200 intelObj->mt = intel_miptree_create(intel, 201 intelObj->base.Target, 202 firstImage->base._BaseFormat, 203 firstImage->base.InternalFormat, 204 intelObj->firstLevel, 205 intelObj->lastLevel, 206 firstImage->base.Width, 207 firstImage->base.Height, 208 firstImage->base.Depth, 209 cpp, 210 comp_byte, 211 GL_TRUE); 212 } 213 214 /* Pull in any images not in the object's tree: 215 */ 216 nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 217 for (face = 0; face < nr_faces; face++) { 218 for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) { 219 struct intel_texture_image *intelImage = 220 intel_texture_image(intelObj->base.Image[face][i]); 221 222 /* Need to import images in main memory or held in other trees. 223 * If it's a render target, then its data isn't needed to be in 224 * the object tree (otherwise we'd be FBO incomplete), and we need 225 * to keep track of the image's MT as needing to be pulled in still, 226 * or we'll lose the rendering that's done to it. 227 */ 228 if (intelObj->mt != intelImage->mt && 229 !intelImage->used_as_render_target) { 230 copy_image_data_to_tree(intel, intelObj, intelImage); 231 } 232 } 233 } 234 235 return GL_TRUE; 236} 237 238void 239intel_tex_map_level_images(struct intel_context *intel, 240 struct intel_texture_object *intelObj, 241 int level) 242{ 243 GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 244 GLuint face; 245 246 for (face = 0; face < nr_faces; face++) { 247 struct intel_texture_image *intelImage = 248 intel_texture_image(intelObj->base.Image[face][level]); 249 250 if (intelImage && intelImage->mt) { 251 intelImage->base.Data = 252 intel_miptree_image_map(intel, 253 intelImage->mt, 254 intelImage->face, 255 intelImage->level, 256 &intelImage->base.RowStride, 257 intelImage->base.ImageOffsets); 258 /* convert stride to texels, not bytes */ 259 intelImage->base.RowStride /= intelImage->mt->cpp; 260 /* intelImage->base.ImageStride /= intelImage->mt->cpp; */ 261 } 262 } 263} 264 265void 266intel_tex_unmap_level_images(struct intel_context *intel, 267 struct intel_texture_object *intelObj, 268 int level) 269{ 270 GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 271 GLuint face; 272 273 for (face = 0; face < nr_faces; face++) { 274 struct intel_texture_image *intelImage = 275 intel_texture_image(intelObj->base.Image[face][level]); 276 277 if (intelImage && intelImage->mt) { 278 intel_miptree_image_unmap(intel, intelImage->mt); 279 intelImage->base.Data = NULL; 280 } 281 } 282} 283 284void 285intel_tex_map_images(struct intel_context *intel, 286 struct intel_texture_object *intelObj) 287{ 288 int i; 289 290 DBG("%s\n", __FUNCTION__); 291 292 for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) 293 intel_tex_map_level_images(intel, intelObj, i); 294} 295 296void 297intel_tex_unmap_images(struct intel_context *intel, 298 struct intel_texture_object *intelObj) 299{ 300 int i; 301 302 for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) 303 intel_tex_unmap_level_images(intel, intelObj, i); 304} 305