1fc7cd124d4ba8e46746aeddd47bbed790ab8ddd
[mesa.git] / src / mesa / drivers / dri / intel / intel_tex_validate.c
1 #include "main/mtypes.h"
2 #include "main/macros.h"
3
4 #include "intel_context.h"
5 #include "intel_mipmap_tree.h"
6 #include "intel_tex.h"
7
8 #define FILE_DEBUG_FLAG DEBUG_TEXTURE
9
10 /**
11 * Compute which mipmap levels that really need to be sent to the hardware.
12 * This depends on the base image size, GL_TEXTURE_MIN_LOD,
13 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
14 */
15 static void
16 intel_calculate_first_last_level(struct intel_context *intel,
17 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 = tObj->BaseLevel;
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 lastLevel = tObj->BaseLevel;
41 }
42 else {
43 if (intel->gen == 2) {
44 firstLevel += (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 /* Min/max LOD are taken into account in sampler state. We don't
54 * want to re-layout textures just because clamping has been applied
55 * since it means a bunch of blitting around and probably no memory
56 * savings (since we have to keep the other levels around anyway).
57 */
58 lastLevel = MIN2(tObj->BaseLevel + baseImage->MaxLog2,
59 tObj->MaxLevel);
60 /* need at least one level */
61 lastLevel = MAX2(firstLevel, lastLevel);
62 }
63 }
64 break;
65 case GL_TEXTURE_RECTANGLE_NV:
66 lastLevel = 0;
67 break;
68 default:
69 return;
70 }
71
72 /* save these values */
73 intelObj->firstLevel = firstLevel;
74 intelObj->lastLevel = lastLevel;
75 }
76
77 /**
78 * Copies the image's contents at its level into the object's miptree,
79 * and updates the image to point at the object's miptree.
80 */
81 static void
82 copy_image_data_to_tree(struct intel_context *intel,
83 struct intel_texture_object *intelObj,
84 struct intel_texture_image *intelImage)
85 {
86 if (intelImage->mt) {
87 /* Copy potentially with the blitter:
88 */
89 intel_miptree_image_copy(intel,
90 intelObj->mt,
91 intelImage->face,
92 intelImage->level, intelImage->mt);
93
94 intel_miptree_release(intel, &intelImage->mt);
95 }
96 else {
97 assert(intelImage->base.Data != NULL);
98
99 /* More straightforward upload.
100 */
101 intel_miptree_image_data(intel,
102 intelObj->mt,
103 intelImage->face,
104 intelImage->level,
105 intelImage->base.Data,
106 intelImage->base.RowStride,
107 intelImage->base.RowStride *
108 intelImage->base.Height);
109 _mesa_align_free(intelImage->base.Data);
110 intelImage->base.Data = NULL;
111 }
112
113 intel_miptree_reference(&intelImage->mt, intelObj->mt);
114 }
115
116
117 /*
118 */
119 GLuint
120 intel_finalize_mipmap_tree(struct intel_context *intel, GLuint unit)
121 {
122 struct gl_texture_object *tObj = intel->ctx.Texture.Unit[unit]._Current;
123 struct intel_texture_object *intelObj = intel_texture_object(tObj);
124 int comp_byte = 0;
125 int cpp;
126 GLuint face, i;
127 GLuint nr_faces = 0;
128 struct intel_texture_image *firstImage;
129
130 /* We know/require this is true by now:
131 */
132 assert(intelObj->base._Complete);
133
134 /* What levels must the tree include at a minimum?
135 */
136 intel_calculate_first_last_level(intel, intelObj);
137 firstImage = intel_texture_image(tObj->Image[0][intelObj->firstLevel]);
138
139 /* Fallback case:
140 */
141 if (firstImage->base.Border) {
142 if (intelObj->mt) {
143 intel_miptree_release(intel, &intelObj->mt);
144 }
145 return GL_FALSE;
146 }
147
148
149 /* If both firstImage and intelObj have a tree which can contain
150 * all active images, favour firstImage. Note that because of the
151 * completeness requirement, we know that the image dimensions
152 * will match.
153 */
154 if (firstImage->mt &&
155 firstImage->mt != intelObj->mt &&
156 firstImage->mt->first_level <= intelObj->firstLevel &&
157 firstImage->mt->last_level >= intelObj->lastLevel) {
158
159 if (intelObj->mt)
160 intel_miptree_release(intel, &intelObj->mt);
161
162 intel_miptree_reference(&intelObj->mt, firstImage->mt);
163 }
164
165 if (_mesa_is_format_compressed(firstImage->base.TexFormat)) {
166 comp_byte = intel_compressed_num_bytes(firstImage->base.TexFormat);
167 cpp = comp_byte;
168 }
169 else
170 cpp = _mesa_get_format_bytes(firstImage->base.TexFormat);
171
172 /* Check tree can hold all active levels. Check tree matches
173 * target, imageFormat, etc.
174 *
175 * XXX: For some layouts (eg i945?), the test might have to be
176 * first_level == firstLevel, as the tree isn't valid except at the
177 * original start level. Hope to get around this by
178 * programming minLod, maxLod, baseLevel into the hardware and
179 * leaving the tree alone.
180 */
181 if (intelObj->mt &&
182 (intelObj->mt->target != intelObj->base.Target ||
183 intelObj->mt->internal_format != firstImage->base.InternalFormat ||
184 intelObj->mt->first_level != intelObj->firstLevel ||
185 intelObj->mt->last_level != intelObj->lastLevel ||
186 intelObj->mt->width0 != firstImage->base.Width ||
187 intelObj->mt->height0 != firstImage->base.Height ||
188 intelObj->mt->depth0 != firstImage->base.Depth ||
189 intelObj->mt->cpp != cpp ||
190 intelObj->mt->compressed != _mesa_is_format_compressed(firstImage->base.TexFormat))) {
191 intel_miptree_release(intel, &intelObj->mt);
192 }
193
194
195 /* May need to create a new tree:
196 */
197 if (!intelObj->mt) {
198 intelObj->mt = intel_miptree_create(intel,
199 intelObj->base.Target,
200 firstImage->base._BaseFormat,
201 firstImage->base.InternalFormat,
202 intelObj->firstLevel,
203 intelObj->lastLevel,
204 firstImage->base.Width,
205 firstImage->base.Height,
206 firstImage->base.Depth,
207 cpp,
208 comp_byte,
209 GL_TRUE);
210 }
211
212 /* Pull in any images not in the object's tree:
213 */
214 nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
215 for (face = 0; face < nr_faces; face++) {
216 for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) {
217 struct intel_texture_image *intelImage =
218 intel_texture_image(intelObj->base.Image[face][i]);
219
220 /* Need to import images in main memory or held in other trees.
221 * If it's a render target, then its data isn't needed to be in
222 * the object tree (otherwise we'd be FBO incomplete), and we need
223 * to keep track of the image's MT as needing to be pulled in still,
224 * or we'll lose the rendering that's done to it.
225 */
226 if (intelObj->mt != intelImage->mt &&
227 !intelImage->used_as_render_target) {
228 copy_image_data_to_tree(intel, intelObj, intelImage);
229 }
230 }
231 }
232
233 return GL_TRUE;
234 }
235
236 void
237 intel_tex_map_level_images(struct intel_context *intel,
238 struct intel_texture_object *intelObj,
239 int level)
240 {
241 GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
242 GLuint face;
243
244 for (face = 0; face < nr_faces; face++) {
245 struct intel_texture_image *intelImage =
246 intel_texture_image(intelObj->base.Image[face][level]);
247
248 if (intelImage && intelImage->mt) {
249 intelImage->base.Data =
250 intel_miptree_image_map(intel,
251 intelImage->mt,
252 intelImage->face,
253 intelImage->level,
254 &intelImage->base.RowStride,
255 intelImage->base.ImageOffsets);
256 /* convert stride to texels, not bytes */
257 intelImage->base.RowStride /= intelImage->mt->cpp;
258 /* intelImage->base.ImageStride /= intelImage->mt->cpp; */
259 }
260 }
261 }
262
263 void
264 intel_tex_unmap_level_images(struct intel_context *intel,
265 struct intel_texture_object *intelObj,
266 int level)
267 {
268 GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
269 GLuint face;
270
271 for (face = 0; face < nr_faces; face++) {
272 struct intel_texture_image *intelImage =
273 intel_texture_image(intelObj->base.Image[face][level]);
274
275 if (intelImage && intelImage->mt) {
276 intel_miptree_image_unmap(intel, intelImage->mt);
277 intelImage->base.Data = NULL;
278 }
279 }
280 }
281
282 void
283 intel_tex_map_images(struct intel_context *intel,
284 struct intel_texture_object *intelObj)
285 {
286 int i;
287
288 DBG("%s\n", __FUNCTION__);
289
290 for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++)
291 intel_tex_map_level_images(intel, intelObj, i);
292 }
293
294 void
295 intel_tex_unmap_images(struct intel_context *intel,
296 struct intel_texture_object *intelObj)
297 {
298 int i;
299
300 for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++)
301 intel_tex_unmap_level_images(intel, intelObj, i);
302 }