1 /**************************************************************************
3 * Copyright 2006 Tungsten Graphics, Inc., Cedar Park, Texas.
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28 #ifndef INTEL_MIPMAP_TREE_H
29 #define INTEL_MIPMAP_TREE_H
31 #include "intel_regions.h"
33 /* A layer on top of the intel_regions code which adds:
35 * - Code to size and layout a region to hold a set of mipmaps.
36 * - Query to determine if a new image fits in an existing tree.
38 * - maybe able to remove refcounting from intel_region?
41 * The fixed mipmap layout of intel hardware where one offset
42 * specifies the position of all images in a mipmap hierachy
43 * complicates the implementation of GL texture image commands,
44 * compared to hardware where each image is specified with an
47 * In an ideal world, each texture object would be associated with a
48 * single bufmgr buffer or 2d intel_region, and all the images within
49 * the texture object would slot into the tree as they arrive. The
50 * reality can be a little messier, as images can arrive from the user
51 * with sizes that don't fit in the existing tree, or in an order
52 * where the tree layout cannot be guessed immediately.
54 * This structure encodes an idealized mipmap tree. The GL image
55 * commands build these where possible, otherwise store the images in
56 * temporary system buffers.
59 struct intel_texture_image
;
62 * Describes the location of each texture image within a texture region.
64 struct intel_mipmap_level
66 /** Offset to this miptree level, used in computing x_offset. */
68 /** Offset to this miptree level, used in computing y_offset. */
74 * \brief Number of 2D slices in this miplevel.
76 * The exact semantics of depth varies according to the texture target:
77 * - For GL_TEXTURE_CUBE_MAP, depth is 6.
78 * - For GL_TEXTURE_2D_ARRAY, depth is the number of array slices. It is
79 * identical for all miplevels in the texture.
80 * - For GL_TEXTURE_3D, it is the texture's depth at this miplevel. Its
81 * value, like width and height, varies with miplevel.
82 * - For other texture types, depth is 1.
87 * \brief List of 2D images in this mipmap level.
89 * This may be a list of cube faces, array slices in 2D array texture, or
90 * layers in a 3D texture. The list's length is \c depth.
92 struct intel_mipmap_slice
{
94 * \name Offset to slice
97 * Hardware formats are so diverse that that there is no unified way to
98 * compute the slice offsets, so we store them in this table.
100 * The (x, y) offset to slice \c s at level \c l relative the miptrees
103 * x = mt->level[l].slice[s].x_offset
104 * y = mt->level[l].slice[s].y_offset
112 struct intel_mipmap_tree
114 /* Effectively the key:
122 GLuint width0
, height0
, depth0
; /**< Level zero image dimensions */
126 /* Derived from the above:
131 /* Includes image offset tables:
133 struct intel_mipmap_level level
[MAX_TEXTURE_LEVELS
];
135 /* The data is held here:
137 struct intel_region
*region
;
140 * This points to an auxillary hiz region if all of the following hold:
141 * 1. The texture has been attached to an FBO as a depthbuffer.
142 * 2. The texture format is hiz compatible.
143 * 3. The intel context supports hiz.
145 * When a texture is attached to multiple FBO's, a separate renderbuffer
146 * wrapper is created for each attachment. This necessitates storing the
147 * hiz region in the texture itself instead of the renderbuffer wrapper.
149 * \see intel_fbo.c:intel_wrap_texture()
151 struct intel_region
*hiz_region
;
153 /* These are also refcounted:
160 struct intel_mipmap_tree
*intel_miptree_create(struct intel_context
*intel
,
168 bool expect_accelerated_upload
);
170 struct intel_mipmap_tree
*
171 intel_miptree_create_for_region(struct intel_context
*intel
,
174 struct intel_region
*region
);
177 * Create a miptree appropriate as the storage for a non-texture renderbuffer.
178 * The miptree has the following properties:
179 * - The target is GL_TEXTURE_2D.
180 * - There are no levels other than the base level 0.
183 struct intel_mipmap_tree
*
184 intel_miptree_create_for_renderbuffer(struct intel_context
*intel
,
191 int intel_miptree_pitch_align (struct intel_context
*intel
,
192 struct intel_mipmap_tree
*mt
,
196 void intel_miptree_reference(struct intel_mipmap_tree
**dst
,
197 struct intel_mipmap_tree
*src
);
199 void intel_miptree_release(struct intel_mipmap_tree
**mt
);
201 /* Check if an image fits an existing mipmap tree layout
203 bool intel_miptree_match_image(struct intel_mipmap_tree
*mt
,
204 struct gl_texture_image
*image
);
207 intel_miptree_get_image_offset(struct intel_mipmap_tree
*mt
,
208 GLuint level
, GLuint face
, GLuint depth
,
209 GLuint
*x
, GLuint
*y
);
212 intel_miptree_get_dimensions_for_image(struct gl_texture_image
*image
,
213 int *width
, int *height
, int *depth
);
215 void intel_miptree_set_level_info(struct intel_mipmap_tree
*mt
,
218 GLuint w
, GLuint h
, GLuint d
);
220 void intel_miptree_set_image_offset(struct intel_mipmap_tree
*mt
,
222 GLuint img
, GLuint x
, GLuint y
);
225 intel_miptree_copy_teximage(struct intel_context
*intel
,
226 struct intel_texture_image
*intelImage
,
227 struct intel_mipmap_tree
*dst_mt
);
229 /* i915_mipmap_tree.c:
231 void i915_miptree_layout(struct intel_mipmap_tree
*mt
);
232 void i945_miptree_layout(struct intel_mipmap_tree
*mt
);
233 void brw_miptree_layout(struct intel_context
*intel
,
234 struct intel_mipmap_tree
*mt
);