5e705c936198dd3d95ad43662747ea966b08c7df
[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 * When validating, we only care about the texture images that could
12 * be seen, so for non-mipmapped modes we want to ignore everything
13 * but BaseLevel.
14 */
15 static void
16 intel_update_max_level(struct intel_context *intel,
17 struct intel_texture_object *intelObj)
18 {
19 struct gl_texture_object *tObj = &intelObj->base;
20
21 if (tObj->Sampler.MinFilter == GL_NEAREST || tObj->Sampler.MinFilter == GL_LINEAR) {
22 intelObj->_MaxLevel = tObj->BaseLevel;
23 } else {
24 intelObj->_MaxLevel = tObj->_MaxLevel;
25 }
26 }
27
28 /**
29 * Copies the image's contents at its level into the object's miptree,
30 * and updates the image to point at the object's miptree.
31 */
32 static void
33 copy_image_data_to_tree(struct intel_context *intel,
34 struct intel_texture_object *intelObj,
35 struct intel_texture_image *intelImage)
36 {
37 if (intelImage->mt) {
38 /* Copy potentially with the blitter:
39 */
40 intel_miptree_image_copy(intel,
41 intelObj->mt,
42 intelImage->face,
43 intelImage->level, intelImage->mt);
44
45 intel_miptree_release(intel, &intelImage->mt);
46 }
47 else {
48 assert(intelImage->base.Data != NULL);
49
50 /* More straightforward upload.
51 */
52 intel_miptree_image_data(intel,
53 intelObj->mt,
54 intelImage->face,
55 intelImage->level,
56 intelImage->base.Data,
57 intelImage->base.RowStride,
58 intelImage->base.RowStride *
59 intelImage->base.Height);
60 _mesa_align_free(intelImage->base.Data);
61 intelImage->base.Data = NULL;
62 }
63
64 intel_miptree_reference(&intelImage->mt, intelObj->mt);
65 }
66
67
68 /*
69 */
70 GLuint
71 intel_finalize_mipmap_tree(struct intel_context *intel, GLuint unit)
72 {
73 struct gl_texture_object *tObj = intel->ctx.Texture.Unit[unit]._Current;
74 struct intel_texture_object *intelObj = intel_texture_object(tObj);
75 int comp_byte = 0;
76 int cpp;
77 GLuint face, i;
78 GLuint nr_faces = 0;
79 struct intel_texture_image *firstImage;
80
81 /* We know/require this is true by now:
82 */
83 assert(intelObj->base._Complete);
84
85 /* What levels must the tree include at a minimum?
86 */
87 intel_update_max_level(intel, intelObj);
88 firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]);
89
90 /* Fallback case:
91 */
92 if (firstImage->base.Border) {
93 if (intelObj->mt) {
94 intel_miptree_release(intel, &intelObj->mt);
95 }
96 return GL_FALSE;
97 }
98
99 if (_mesa_is_format_compressed(firstImage->base.TexFormat)) {
100 comp_byte = intel_compressed_num_bytes(firstImage->base.TexFormat);
101 cpp = comp_byte;
102 }
103 else
104 cpp = _mesa_get_format_bytes(firstImage->base.TexFormat);
105
106 /* Check tree can hold all active levels. Check tree matches
107 * target, imageFormat, etc.
108 *
109 * For pre-gen4, we have to match first_level == tObj->BaseLevel,
110 * because we don't have the control that gen4 does to make min/mag
111 * determination happen at a nonzero (hardware) baselevel. Because
112 * of that, we just always relayout on baselevel change.
113 */
114 if (intelObj->mt &&
115 (intelObj->mt->target != intelObj->base.Target ||
116 intelObj->mt->internal_format != firstImage->base.InternalFormat ||
117 intelObj->mt->first_level != tObj->BaseLevel ||
118 intelObj->mt->last_level < intelObj->_MaxLevel ||
119 intelObj->mt->width0 != firstImage->base.Width ||
120 intelObj->mt->height0 != firstImage->base.Height ||
121 intelObj->mt->depth0 != firstImage->base.Depth ||
122 intelObj->mt->cpp != cpp ||
123 intelObj->mt->compressed != _mesa_is_format_compressed(firstImage->base.TexFormat))) {
124 intel_miptree_release(intel, &intelObj->mt);
125 }
126
127
128 /* May need to create a new tree:
129 */
130 if (!intelObj->mt) {
131 intelObj->mt = intel_miptree_create(intel,
132 intelObj->base.Target,
133 firstImage->base._BaseFormat,
134 firstImage->base.InternalFormat,
135 tObj->BaseLevel,
136 intelObj->_MaxLevel,
137 firstImage->base.Width,
138 firstImage->base.Height,
139 firstImage->base.Depth,
140 cpp,
141 comp_byte,
142 GL_TRUE);
143 if (!intelObj->mt)
144 return GL_FALSE;
145 }
146
147 /* Pull in any images not in the object's tree:
148 */
149 nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
150 for (face = 0; face < nr_faces; face++) {
151 for (i = tObj->BaseLevel; i <= intelObj->_MaxLevel; i++) {
152 struct intel_texture_image *intelImage =
153 intel_texture_image(intelObj->base.Image[face][i]);
154 /* skip too small size mipmap */
155 if (intelImage == NULL)
156 break;
157 /* Need to import images in main memory or held in other trees.
158 * If it's a render target, then its data isn't needed to be in
159 * the object tree (otherwise we'd be FBO incomplete), and we need
160 * to keep track of the image's MT as needing to be pulled in still,
161 * or we'll lose the rendering that's done to it.
162 */
163 if (intelObj->mt != intelImage->mt &&
164 !intelImage->used_as_render_target) {
165 copy_image_data_to_tree(intel, intelObj, intelImage);
166 }
167 }
168 }
169
170 return GL_TRUE;
171 }
172
173 void
174 intel_tex_map_level_images(struct intel_context *intel,
175 struct intel_texture_object *intelObj,
176 int level)
177 {
178 GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
179 GLuint face;
180
181 for (face = 0; face < nr_faces; face++) {
182 struct intel_texture_image *intelImage =
183 intel_texture_image(intelObj->base.Image[face][level]);
184
185 if (intelImage && intelImage->mt) {
186 intelImage->base.Data =
187 intel_miptree_image_map(intel,
188 intelImage->mt,
189 intelImage->face,
190 intelImage->level,
191 &intelImage->base.RowStride,
192 intelImage->base.ImageOffsets);
193 /* convert stride to texels, not bytes */
194 intelImage->base.RowStride /= intelImage->mt->cpp;
195 /* intelImage->base.ImageStride /= intelImage->mt->cpp; */
196 }
197 }
198 }
199
200 void
201 intel_tex_unmap_level_images(struct intel_context *intel,
202 struct intel_texture_object *intelObj,
203 int level)
204 {
205 GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
206 GLuint face;
207
208 for (face = 0; face < nr_faces; face++) {
209 struct intel_texture_image *intelImage =
210 intel_texture_image(intelObj->base.Image[face][level]);
211
212 if (intelImage && intelImage->mt) {
213 intel_miptree_image_unmap(intel, intelImage->mt);
214 intelImage->base.Data = NULL;
215 }
216 }
217 }
218
219 void
220 intel_tex_map_images(struct intel_context *intel,
221 struct intel_texture_object *intelObj)
222 {
223 int i;
224
225 DBG("%s\n", __FUNCTION__);
226
227 for (i = intelObj->base.BaseLevel; i <= intelObj->_MaxLevel; i++)
228 intel_tex_map_level_images(intel, intelObj, i);
229 }
230
231 void
232 intel_tex_unmap_images(struct intel_context *intel,
233 struct intel_texture_object *intelObj)
234 {
235 int i;
236
237 for (i = intelObj->base.BaseLevel; i <= intelObj->_MaxLevel; i++)
238 intel_tex_unmap_level_images(intel, intelObj, i);
239 }