i965: Remove some unused includes of intel_blit.h
[mesa.git] / src / mesa / drivers / dri / i965 / intel_tex_validate.c
1 /*
2 * Copyright © 2013 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "main/mtypes.h"
25 #include "main/macros.h"
26 #include "main/samplerobj.h"
27 #include "main/teximage.h"
28 #include "main/texobj.h"
29
30 #include "brw_context.h"
31 #include "intel_mipmap_tree.h"
32 #include "intel_tex.h"
33
34 #define FILE_DEBUG_FLAG DEBUG_TEXTURE
35
36 /**
37 * Sets our driver-specific variant of tObj->_MaxLevel for later surface state
38 * upload.
39 *
40 * If we're only ensuring that there is storage for the first miplevel of a
41 * texture, then in texture setup we're going to have to make sure we don't
42 * allow sampling beyond level 0.
43 */
44 static void
45 intel_update_max_level(struct gl_texture_object *tObj,
46 struct gl_sampler_object *sampler)
47 {
48 struct intel_texture_object *intelObj = intel_texture_object(tObj);
49
50 if (!tObj->_MipmapComplete ||
51 (tObj->_RenderToTexture &&
52 (sampler->MinFilter == GL_NEAREST ||
53 sampler->MinFilter == GL_LINEAR))) {
54 intelObj->_MaxLevel = tObj->BaseLevel;
55 } else {
56 intelObj->_MaxLevel = tObj->_MaxLevel;
57 }
58 }
59
60 /**
61 * At rendering-from-a-texture time, make sure that the texture object has a
62 * miptree that can hold the entire texture based on
63 * BaseLevel/MaxLevel/filtering, and copy in any texture images that are
64 * stored in other miptrees.
65 */
66 void
67 intel_finalize_mipmap_tree(struct brw_context *brw,
68 struct gl_texture_object *tObj)
69 {
70 struct intel_texture_object *intelObj = intel_texture_object(tObj);
71 GLuint face, i;
72 GLuint nr_faces = 0;
73 struct intel_texture_image *firstImage;
74 int width, height, depth;
75
76 /* TBOs require no validation -- they always just point to their BO. */
77 if (tObj->Target == GL_TEXTURE_BUFFER)
78 return;
79
80 /* What levels does this validated texture image require? */
81 int validate_first_level = tObj->BaseLevel;
82 int validate_last_level = intelObj->_MaxLevel;
83
84 /* Skip the loop over images in the common case of no images having
85 * changed. But if the GL_BASE_LEVEL or GL_MAX_LEVEL change to something we
86 * haven't looked at, then we do need to look at those new images.
87 */
88 if (!intelObj->needs_validate &&
89 validate_first_level >= intelObj->validated_first_level &&
90 validate_last_level <= intelObj->validated_last_level) {
91 return;
92 }
93
94 /* On recent generations, immutable textures should not get this far
95 * -- they should have been created in a validated state, and nothing
96 * can invalidate them.
97 *
98 * Unfortunately, this is not true on pre-Sandybridge hardware -- when
99 * rendering into an immutable-format depth texture we may have to rebase
100 * the rendered levels to meet alignment requirements.
101 *
102 * FINISHME: Avoid doing this.
103 */
104 assert(!tObj->Immutable || brw->screen->devinfo.gen < 6);
105
106 firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]);
107
108 /* Check tree can hold all active levels. Check tree matches
109 * target, imageFormat, etc.
110 */
111 if (intelObj->mt &&
112 (!intel_miptree_match_image(intelObj->mt, &firstImage->base.Base) ||
113 validate_first_level < intelObj->mt->first_level ||
114 validate_last_level > intelObj->mt->last_level)) {
115 intel_miptree_release(&intelObj->mt);
116 }
117
118
119 /* May need to create a new tree:
120 */
121 if (!intelObj->mt) {
122 intel_get_image_dims(&firstImage->base.Base, &width, &height, &depth);
123
124 perf_debug("Creating new %s %dx%dx%d %d-level miptree to handle "
125 "finalized texture miptree.\n",
126 _mesa_get_format_name(firstImage->base.Base.TexFormat),
127 width, height, depth, validate_last_level + 1);
128
129 intelObj->mt = intel_miptree_create(brw,
130 intelObj->base.Target,
131 firstImage->base.Base.TexFormat,
132 0, /* first_level */
133 validate_last_level,
134 width,
135 height,
136 depth,
137 1 /* num_samples */,
138 MIPTREE_CREATE_BUSY);
139 if (!intelObj->mt)
140 return;
141 }
142
143 /* Pull in any images not in the object's tree:
144 */
145 nr_faces = _mesa_num_tex_faces(intelObj->base.Target);
146 for (face = 0; face < nr_faces; face++) {
147 for (i = validate_first_level; i <= validate_last_level; i++) {
148 struct intel_texture_image *intelImage =
149 intel_texture_image(intelObj->base.Image[face][i]);
150 /* skip too small size mipmap */
151 if (intelImage == NULL)
152 break;
153
154 if (intelObj->mt != intelImage->mt)
155 intel_miptree_copy_teximage(brw, intelImage, intelObj->mt);
156
157 /* After we're done, we'd better agree that our layout is
158 * appropriate, or we'll end up hitting this function again on the
159 * next draw
160 */
161 assert(intel_miptree_match_image(intelObj->mt, &intelImage->base.Base));
162 }
163 }
164
165 intelObj->validated_first_level = validate_first_level;
166 intelObj->validated_last_level = validate_last_level;
167 intelObj->_Format = firstImage->base.Base.TexFormat,
168 intelObj->needs_validate = false;
169 }
170
171 /**
172 * Finalizes all textures, completing any rendering that needs to be done
173 * to prepare them.
174 */
175 void
176 brw_validate_textures(struct brw_context *brw)
177 {
178 struct gl_context *ctx = &brw->ctx;
179 const int max_enabled_unit = ctx->Texture._MaxEnabledTexImageUnit;
180
181 for (int unit = 0; unit <= max_enabled_unit; unit++) {
182 struct gl_texture_object *tex_obj = ctx->Texture.Unit[unit]._Current;
183
184 if (!tex_obj)
185 continue;
186
187 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit);
188
189 /* We know that this is true by now, and if it wasn't, we might have
190 * mismatched level sizes and the copies would fail.
191 */
192 assert(tex_obj->_BaseComplete);
193
194 intel_update_max_level(tex_obj, sampler);
195 intel_finalize_mipmap_tree(brw, tex_obj);
196 }
197 }