1fc7cd124d4ba8e46746aeddd47bbed790ab8ddd
1 #include "main/mtypes.h"
2 #include "main/macros.h"
4 #include "intel_context.h"
5 #include "intel_mipmap_tree.h"
8 #define FILE_DEBUG_FLAG DEBUG_TEXTURE
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.
16 intel_calculate_first_last_level(struct intel_context
*intel
,
17 struct intel_texture_object
*intelObj
)
19 struct gl_texture_object
*tObj
= &intelObj
->base
;
20 const struct gl_texture_image
*const baseImage
=
21 tObj
->Image
[0][tObj
->BaseLevel
];
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
27 int firstLevel
= tObj
->BaseLevel
;
30 /* Yes, this looks overly complicated, but it's all needed.
32 switch (tObj
->Target
) {
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.
40 lastLevel
= tObj
->BaseLevel
;
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 */
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).
58 lastLevel
= MIN2(tObj
->BaseLevel
+ baseImage
->MaxLog2
,
60 /* need at least one level */
61 lastLevel
= MAX2(firstLevel
, lastLevel
);
65 case GL_TEXTURE_RECTANGLE_NV
:
72 /* save these values */
73 intelObj
->firstLevel
= firstLevel
;
74 intelObj
->lastLevel
= lastLevel
;
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.
82 copy_image_data_to_tree(struct intel_context
*intel
,
83 struct intel_texture_object
*intelObj
,
84 struct intel_texture_image
*intelImage
)
87 /* Copy potentially with the blitter:
89 intel_miptree_image_copy(intel
,
92 intelImage
->level
, intelImage
->mt
);
94 intel_miptree_release(intel
, &intelImage
->mt
);
97 assert(intelImage
->base
.Data
!= NULL
);
99 /* More straightforward upload.
101 intel_miptree_image_data(intel
,
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
;
113 intel_miptree_reference(&intelImage
->mt
, intelObj
->mt
);
120 intel_finalize_mipmap_tree(struct intel_context
*intel
, GLuint unit
)
122 struct gl_texture_object
*tObj
= intel
->ctx
.Texture
.Unit
[unit
]._Current
;
123 struct intel_texture_object
*intelObj
= intel_texture_object(tObj
);
128 struct intel_texture_image
*firstImage
;
130 /* We know/require this is true by now:
132 assert(intelObj
->base
._Complete
);
134 /* What levels must the tree include at a minimum?
136 intel_calculate_first_last_level(intel
, intelObj
);
137 firstImage
= intel_texture_image(tObj
->Image
[0][intelObj
->firstLevel
]);
141 if (firstImage
->base
.Border
) {
143 intel_miptree_release(intel
, &intelObj
->mt
);
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
154 if (firstImage
->mt
&&
155 firstImage
->mt
!= intelObj
->mt
&&
156 firstImage
->mt
->first_level
<= intelObj
->firstLevel
&&
157 firstImage
->mt
->last_level
>= intelObj
->lastLevel
) {
160 intel_miptree_release(intel
, &intelObj
->mt
);
162 intel_miptree_reference(&intelObj
->mt
, firstImage
->mt
);
165 if (_mesa_is_format_compressed(firstImage
->base
.TexFormat
)) {
166 comp_byte
= intel_compressed_num_bytes(firstImage
->base
.TexFormat
);
170 cpp
= _mesa_get_format_bytes(firstImage
->base
.TexFormat
);
172 /* Check tree can hold all active levels. Check tree matches
173 * target, imageFormat, etc.
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.
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
);
195 /* May need to create a new tree:
198 intelObj
->mt
= intel_miptree_create(intel
,
199 intelObj
->base
.Target
,
200 firstImage
->base
._BaseFormat
,
201 firstImage
->base
.InternalFormat
,
202 intelObj
->firstLevel
,
204 firstImage
->base
.Width
,
205 firstImage
->base
.Height
,
206 firstImage
->base
.Depth
,
212 /* Pull in any images not in the object's tree:
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
]);
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.
226 if (intelObj
->mt
!= intelImage
->mt
&&
227 !intelImage
->used_as_render_target
) {
228 copy_image_data_to_tree(intel
, intelObj
, intelImage
);
237 intel_tex_map_level_images(struct intel_context
*intel
,
238 struct intel_texture_object
*intelObj
,
241 GLuint nr_faces
= (intelObj
->base
.Target
== GL_TEXTURE_CUBE_MAP
) ? 6 : 1;
244 for (face
= 0; face
< nr_faces
; face
++) {
245 struct intel_texture_image
*intelImage
=
246 intel_texture_image(intelObj
->base
.Image
[face
][level
]);
248 if (intelImage
&& intelImage
->mt
) {
249 intelImage
->base
.Data
=
250 intel_miptree_image_map(intel
,
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; */
264 intel_tex_unmap_level_images(struct intel_context
*intel
,
265 struct intel_texture_object
*intelObj
,
268 GLuint nr_faces
= (intelObj
->base
.Target
== GL_TEXTURE_CUBE_MAP
) ? 6 : 1;
271 for (face
= 0; face
< nr_faces
; face
++) {
272 struct intel_texture_image
*intelImage
=
273 intel_texture_image(intelObj
->base
.Image
[face
][level
]);
275 if (intelImage
&& intelImage
->mt
) {
276 intel_miptree_image_unmap(intel
, intelImage
->mt
);
277 intelImage
->base
.Data
= NULL
;
283 intel_tex_map_images(struct intel_context
*intel
,
284 struct intel_texture_object
*intelObj
)
288 DBG("%s\n", __FUNCTION__
);
290 for (i
= intelObj
->firstLevel
; i
<= intelObj
->lastLevel
; i
++)
291 intel_tex_map_level_images(intel
, intelObj
, i
);
295 intel_tex_unmap_images(struct intel_context
*intel
,
296 struct intel_texture_object
*intelObj
)
300 for (i
= intelObj
->firstLevel
; i
<= intelObj
->lastLevel
; i
++)
301 intel_tex_unmap_level_images(intel
, intelObj
, i
);