intel_tex_validate.c revision bcc2a3d7e3c5f81bb5a45b8d628a133f3b5499a5
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
129   GLuint face, i;
130   GLuint nr_faces = 0;
131   struct intel_texture_image *firstImage;
132
133   GLboolean need_flush = GL_FALSE;
134
135   /* We know/require this is true by now:
136    */
137   assert(intelObj->base._Complete);
138
139   /* What levels must the tree include at a minimum?
140    */
141   intel_calculate_first_last_level(intelObj);
142   firstImage =
143      intel_texture_image(intelObj->base.Image[0][intelObj->firstLevel]);
144
145   /* Fallback case:
146    */
147   if (firstImage->base.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	    need_flush = GL_TRUE;
228         }
229      }
230   }
231
232#ifdef I915
233   /* XXX: what is this flush about?
234    * On 965, it causes a batch flush in the middle of the state relocation
235    * emits, which means that the eventual rendering doesn't have all of the
236    * required relocations in place.
237    */
238   if (need_flush)
239      intel_batchbuffer_flush(intel->batch);
240#endif
241
242   return GL_TRUE;
243}
244
245
246
247void
248intel_tex_map_images(struct intel_context *intel,
249                     struct intel_texture_object *intelObj)
250{
251   GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
252   GLuint face, i;
253
254   DBG("%s\n", __FUNCTION__);
255
256   for (face = 0; face < nr_faces; face++) {
257      for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) {
258         struct intel_texture_image *intelImage =
259            intel_texture_image(intelObj->base.Image[face][i]);
260
261         if (intelImage->mt) {
262            intelImage->base.Data =
263               intel_miptree_image_map(intel,
264                                       intelImage->mt,
265                                       intelImage->face,
266                                       intelImage->level,
267                                       &intelImage->base.RowStride,
268                                       intelImage->base.ImageOffsets);
269            /* convert stride to texels, not bytes */
270            intelImage->base.RowStride /= intelImage->mt->cpp;
271/*             intelImage->base.ImageStride /= intelImage->mt->cpp; */
272         }
273      }
274   }
275}
276
277
278
279void
280intel_tex_unmap_images(struct intel_context *intel,
281                       struct intel_texture_object *intelObj)
282{
283   GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
284   GLuint face, i;
285
286   for (face = 0; face < nr_faces; face++) {
287      for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) {
288         struct intel_texture_image *intelImage =
289            intel_texture_image(intelObj->base.Image[face][i]);
290
291         if (intelImage->mt) {
292            intel_miptree_image_unmap(intel, intelImage->mt);
293            intelImage->base.Data = NULL;
294         }
295      }
296   }
297}
298