intel: Skip texture validation logic when nothing has changed.
[mesa.git] / src / mesa / drivers / dri / intel / intel_tex.c
1 #include "swrast/swrast.h"
2 #include "main/renderbuffer.h"
3 #include "main/texobj.h"
4 #include "main/teximage.h"
5 #include "main/mipmap.h"
6 #include "drivers/common/meta.h"
7 #include "intel_context.h"
8 #include "intel_mipmap_tree.h"
9 #include "intel_tex.h"
10
11 #define FILE_DEBUG_FLAG DEBUG_TEXTURE
12
13 static struct gl_texture_image *
14 intelNewTextureImage(struct gl_context * ctx)
15 {
16 DBG("%s\n", __FUNCTION__);
17 (void) ctx;
18 return (struct gl_texture_image *) CALLOC_STRUCT(intel_texture_image);
19 }
20
21 static void
22 intelDeleteTextureImage(struct gl_context * ctx, struct gl_texture_image *img)
23 {
24 /* nothing special (yet) for intel_texture_image */
25 _mesa_delete_texture_image(ctx, img);
26 }
27
28
29 static struct gl_texture_object *
30 intelNewTextureObject(struct gl_context * ctx, GLuint name, GLenum target)
31 {
32 struct intel_texture_object *obj = CALLOC_STRUCT(intel_texture_object);
33
34 (void) ctx;
35
36 DBG("%s\n", __FUNCTION__);
37 _mesa_initialize_texture_object(&obj->base, name, target);
38
39 obj->needs_validate = true;
40
41 return &obj->base;
42 }
43
44 static void
45 intelDeleteTextureObject(struct gl_context *ctx,
46 struct gl_texture_object *texObj)
47 {
48 struct intel_texture_object *intelObj = intel_texture_object(texObj);
49
50 intel_miptree_release(&intelObj->mt);
51 _mesa_delete_texture_object(ctx, texObj);
52 }
53
54 static GLboolean
55 intel_alloc_texture_image_buffer(struct gl_context *ctx,
56 struct gl_texture_image *image)
57 {
58 struct intel_context *intel = intel_context(ctx);
59 struct intel_texture_image *intel_image = intel_texture_image(image);
60 struct gl_texture_object *texobj = image->TexObject;
61 struct intel_texture_object *intel_texobj = intel_texture_object(texobj);
62 GLuint slices;
63
64 assert(image->Border == 0);
65
66 /* Because the driver uses AllocTextureImageBuffer() internally, it may end
67 * up mismatched with FreeTextureImageBuffer(), but that is safe to call
68 * multiple times.
69 */
70 ctx->Driver.FreeTextureImageBuffer(ctx, image);
71
72 /* Allocate the swrast_texture_image::ImageOffsets array now */
73 switch (texobj->Target) {
74 case GL_TEXTURE_3D:
75 case GL_TEXTURE_2D_ARRAY:
76 slices = image->Depth;
77 break;
78 case GL_TEXTURE_1D_ARRAY:
79 slices = image->Height;
80 break;
81 default:
82 slices = 1;
83 }
84 assert(!intel_image->base.ImageOffsets);
85 intel_image->base.ImageOffsets = malloc(slices * sizeof(GLuint));
86
87 _swrast_init_texture_image(image);
88
89 if (intel_texobj->mt &&
90 intel_miptree_match_image(intel_texobj->mt, image)) {
91 intel_miptree_reference(&intel_image->mt, intel_texobj->mt);
92 DBG("%s: alloc obj %p level %d %dx%dx%d using object's miptree %p\n",
93 __FUNCTION__, texobj, image->Level,
94 image->Width, image->Height, image->Depth, intel_texobj->mt);
95 } else {
96 intel_image->mt = intel_miptree_create_for_teximage(intel, intel_texobj,
97 intel_image,
98 false);
99
100 /* Even if the object currently has a mipmap tree associated
101 * with it, this one is a more likely candidate to represent the
102 * whole object since our level didn't fit what was there
103 * before, and any lower levels would fit into our miptree.
104 */
105 intel_miptree_reference(&intel_texobj->mt, intel_image->mt);
106
107 DBG("%s: alloc obj %p level %d %dx%dx%d using new miptree %p\n",
108 __FUNCTION__, texobj, image->Level,
109 image->Width, image->Height, image->Depth, intel_image->mt);
110 }
111
112 intel_texobj->needs_validate = true;
113
114 return true;
115 }
116
117 /**
118 * Called via ctx->Driver.AllocTextureStorage()
119 * Just have to allocate memory for the texture images.
120 */
121 static GLboolean
122 intel_alloc_texture_storage(struct gl_context *ctx,
123 struct gl_texture_object *texObj,
124 GLsizei levels, GLsizei width,
125 GLsizei height, GLsizei depth)
126 {
127 const int numFaces = _mesa_num_tex_faces(texObj->Target);
128 int face;
129 int level;
130
131 for (face = 0; face < numFaces; face++) {
132 for (level = 0; level < levels; level++) {
133 struct gl_texture_image *const texImage = texObj->Image[face][level];
134 if (!intel_alloc_texture_image_buffer(ctx, texImage))
135 return false;
136 }
137 }
138
139 return true;
140 }
141
142 static void
143 intel_free_texture_image_buffer(struct gl_context * ctx,
144 struct gl_texture_image *texImage)
145 {
146 struct intel_texture_image *intelImage = intel_texture_image(texImage);
147
148 DBG("%s\n", __FUNCTION__);
149
150 intel_miptree_release(&intelImage->mt);
151
152 if (intelImage->base.Buffer) {
153 _mesa_align_free(intelImage->base.Buffer);
154 intelImage->base.Buffer = NULL;
155 }
156
157 free(intelImage->base.ImageOffsets);
158 intelImage->base.ImageOffsets = NULL;
159 }
160
161 /**
162 * Map texture memory/buffer into user space.
163 * Note: the region of interest parameters are ignored here.
164 * \param mode bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT
165 * \param mapOut returns start of mapping of region of interest
166 * \param rowStrideOut returns row stride in bytes
167 */
168 static void
169 intel_map_texture_image(struct gl_context *ctx,
170 struct gl_texture_image *tex_image,
171 GLuint slice,
172 GLuint x, GLuint y, GLuint w, GLuint h,
173 GLbitfield mode,
174 GLubyte **map,
175 GLint *stride)
176 {
177 struct intel_context *intel = intel_context(ctx);
178 struct intel_texture_image *intel_image = intel_texture_image(tex_image);
179 struct intel_mipmap_tree *mt = intel_image->mt;
180
181 /* Our texture data is always stored in a miptree. */
182 assert(mt);
183
184 /* Check that our caller wasn't confused about how to map a 1D texture. */
185 assert(tex_image->TexObject->Target != GL_TEXTURE_1D_ARRAY ||
186 h == 1);
187
188 /* intel_miptree_map operates on a unified "slice" number that references the
189 * cube face, since it's all just slices to the miptree code.
190 */
191 if (tex_image->TexObject->Target == GL_TEXTURE_CUBE_MAP)
192 slice = tex_image->Face;
193
194 intel_miptree_map(intel, mt, tex_image->Level, slice, x, y, w, h, mode,
195 (void **)map, stride);
196 }
197
198 static void
199 intel_unmap_texture_image(struct gl_context *ctx,
200 struct gl_texture_image *tex_image, GLuint slice)
201 {
202 struct intel_context *intel = intel_context(ctx);
203 struct intel_texture_image *intel_image = intel_texture_image(tex_image);
204 struct intel_mipmap_tree *mt = intel_image->mt;
205
206 if (tex_image->TexObject->Target == GL_TEXTURE_CUBE_MAP)
207 slice = tex_image->Face;
208
209 intel_miptree_unmap(intel, mt, tex_image->Level, slice);
210 }
211
212 void
213 intelInitTextureFuncs(struct dd_function_table *functions)
214 {
215 functions->NewTextureObject = intelNewTextureObject;
216 functions->NewTextureImage = intelNewTextureImage;
217 functions->DeleteTextureImage = intelDeleteTextureImage;
218 functions->DeleteTexture = intelDeleteTextureObject;
219 functions->AllocTextureImageBuffer = intel_alloc_texture_image_buffer;
220 functions->FreeTextureImageBuffer = intel_free_texture_image_buffer;
221 functions->AllocTextureStorage = intel_alloc_texture_storage;
222 functions->MapTextureImage = intel_map_texture_image;
223 functions->UnmapTextureImage = intel_unmap_texture_image;
224 }