intel_tex_validate.c revision 32fe506ae14efa055f4773f422e2edd9fd1cffee
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_texture_object *intelObj,
18		       struct gl_sampler_object *sampler)
19{
20   struct gl_texture_object *tObj = &intelObj->base;
21
22   if (sampler->MinFilter == GL_NEAREST ||
23       sampler->MinFilter == GL_LINEAR) {
24      intelObj->_MaxLevel = tObj->BaseLevel;
25   } else {
26      intelObj->_MaxLevel = tObj->_MaxLevel;
27   }
28}
29
30/**
31 * Copies the image's contents at its level into the object's miptree,
32 * and updates the image to point at the object's miptree.
33 */
34static void
35copy_image_data_to_tree(struct intel_context *intel,
36                        struct intel_texture_object *intelObj,
37                        struct intel_texture_image *intelImage)
38{
39   if (intelImage->mt) {
40      /* Copy potentially with the blitter:
41       */
42      intel_miptree_image_copy(intel,
43                               intelObj->mt,
44                               intelImage->base.Base.Face,
45                               intelImage->base.Base.Level, intelImage->mt);
46   }
47   else {
48      assert(intelImage->base.Base.Data != NULL);
49
50      /* More straightforward upload.
51       */
52      intel_miptree_image_data(intel,
53                               intelObj->mt,
54                               intelImage->base.Base.Face,
55                               intelImage->base.Base.Level,
56                               intelImage->base.Base.Data,
57                               intelImage->base.Base.RowStride,
58                               intelImage->base.Base.RowStride *
59                               intelImage->base.Base.Height);
60      _mesa_align_free(intelImage->base.Base.Data);
61      intelImage->base.Base.Data = NULL;
62   }
63
64   intel_miptree_reference(&intelImage->mt, intelObj->mt);
65}
66
67
68/*
69 */
70GLuint
71intel_finalize_mipmap_tree(struct intel_context *intel, GLuint unit)
72{
73   struct gl_context *ctx = &intel->ctx;
74   struct gl_texture_object *tObj = intel->ctx.Texture.Unit[unit]._Current;
75   struct intel_texture_object *intelObj = intel_texture_object(tObj);
76   struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit);
77   GLuint face, i;
78   GLuint nr_faces = 0;
79   struct intel_texture_image *firstImage;
80
81   /* We know/require this is true by now:
82    */
83   assert(intelObj->base._Complete);
84
85   /* What levels must the tree include at a minimum?
86    */
87   intel_update_max_level(intelObj, sampler);
88   firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]);
89
90   /* Fallback case:
91    */
92   if (firstImage->base.Base.Border) {
93      intel_miptree_release(&intelObj->mt);
94      return GL_FALSE;
95   }
96
97   /* Check tree can hold all active levels.  Check tree matches
98    * target, imageFormat, etc.
99    *
100    * For pre-gen4, we have to match first_level == tObj->BaseLevel,
101    * because we don't have the control that gen4 does to make min/mag
102    * determination happen at a nonzero (hardware) baselevel.  Because
103    * of that, we just always relayout on baselevel change.
104    */
105   if (intelObj->mt &&
106       (intelObj->mt->target != intelObj->base.Target ||
107	intelObj->mt->format != firstImage->base.Base.TexFormat ||
108	intelObj->mt->first_level != tObj->BaseLevel ||
109	intelObj->mt->last_level < intelObj->_MaxLevel ||
110	intelObj->mt->width0 != firstImage->base.Base.Width ||
111	intelObj->mt->height0 != firstImage->base.Base.Height ||
112	intelObj->mt->depth0 != firstImage->base.Base.Depth)) {
113      intel_miptree_release(&intelObj->mt);
114   }
115
116
117   /* May need to create a new tree:
118    */
119   if (!intelObj->mt) {
120      intelObj->mt = intel_miptree_create(intel,
121                                          intelObj->base.Target,
122					  firstImage->base.Base.TexFormat,
123                                          tObj->BaseLevel,
124                                          intelObj->_MaxLevel,
125                                          firstImage->base.Base.Width,
126                                          firstImage->base.Base.Height,
127                                          firstImage->base.Base.Depth,
128					  GL_TRUE);
129      if (!intelObj->mt)
130         return GL_FALSE;
131   }
132
133   /* Pull in any images not in the object's tree:
134    */
135   nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
136   for (face = 0; face < nr_faces; face++) {
137      for (i = tObj->BaseLevel; i <= intelObj->_MaxLevel; i++) {
138         struct intel_texture_image *intelImage =
139            intel_texture_image(intelObj->base.Image[face][i]);
140	 /* skip too small size mipmap */
141 	 if (intelImage == NULL)
142		 break;
143	 /* Need to import images in main memory or held in other trees.
144	  * If it's a render target, then its data isn't needed to be in
145	  * the object tree (otherwise we'd be FBO incomplete), and we need
146	  * to keep track of the image's MT as needing to be pulled in still,
147	  * or we'll lose the rendering that's done to it.
148          */
149         if (intelObj->mt != intelImage->mt &&
150	     !intelImage->used_as_render_target) {
151            copy_image_data_to_tree(intel, intelObj, intelImage);
152         }
153      }
154   }
155
156   return GL_TRUE;
157}
158
159void
160intel_tex_map_level_images(struct intel_context *intel,
161			   struct intel_texture_object *intelObj,
162			   int level)
163{
164   GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
165   GLuint face;
166
167   for (face = 0; face < nr_faces; face++) {
168      struct intel_texture_image *intelImage =
169	 intel_texture_image(intelObj->base.Image[face][level]);
170
171      if (intelImage && intelImage->mt) {
172	 intelImage->base.Base.Data =
173	    intel_miptree_image_map(intel,
174				    intelImage->mt,
175				    intelImage->base.Base.Face,
176				    intelImage->base.Base.Level,
177				    &intelImage->base.Base.RowStride,
178				    intelImage->base.Base.ImageOffsets);
179	 /* convert stride to texels, not bytes */
180	 intelImage->base.Base.RowStride /= intelImage->mt->cpp;
181	 /* intelImage->base.ImageStride /= intelImage->mt->cpp; */
182      }
183   }
184}
185
186void
187intel_tex_unmap_level_images(struct intel_context *intel,
188			     struct intel_texture_object *intelObj,
189			     int level)
190{
191   GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
192   GLuint face;
193
194   for (face = 0; face < nr_faces; face++) {
195      struct intel_texture_image *intelImage =
196	 intel_texture_image(intelObj->base.Image[face][level]);
197
198      if (intelImage && intelImage->mt) {
199	 intel_miptree_image_unmap(intel, intelImage->mt);
200	 intelImage->base.Base.Data = NULL;
201      }
202   }
203}
204
205void
206intel_tex_map_images(struct intel_context *intel,
207                     struct intel_texture_object *intelObj)
208{
209   int i;
210
211   DBG("%s\n", __FUNCTION__);
212
213   for (i = intelObj->base.BaseLevel; i <= intelObj->_MaxLevel; i++)
214      intel_tex_map_level_images(intel, intelObj, i);
215}
216
217void
218intel_tex_unmap_images(struct intel_context *intel,
219                       struct intel_texture_object *intelObj)
220{
221   int i;
222
223   for (i = intelObj->base.BaseLevel; i <= intelObj->_MaxLevel; i++)
224      intel_tex_unmap_level_images(intel, intelObj, i);
225}
226