5e705c936198dd3d95ad43662747ea966b08c7df
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 * When validating, we only care about the texture images that could
12 * be seen, so for non-mipmapped modes we want to ignore everything
16 intel_update_max_level(struct intel_context
*intel
,
17 struct intel_texture_object
*intelObj
)
19 struct gl_texture_object
*tObj
= &intelObj
->base
;
21 if (tObj
->Sampler
.MinFilter
== GL_NEAREST
|| tObj
->Sampler
.MinFilter
== GL_LINEAR
) {
22 intelObj
->_MaxLevel
= tObj
->BaseLevel
;
24 intelObj
->_MaxLevel
= tObj
->_MaxLevel
;
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.
33 copy_image_data_to_tree(struct intel_context
*intel
,
34 struct intel_texture_object
*intelObj
,
35 struct intel_texture_image
*intelImage
)
38 /* Copy potentially with the blitter:
40 intel_miptree_image_copy(intel
,
43 intelImage
->level
, intelImage
->mt
);
45 intel_miptree_release(intel
, &intelImage
->mt
);
48 assert(intelImage
->base
.Data
!= NULL
);
50 /* More straightforward upload.
52 intel_miptree_image_data(intel
,
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
;
64 intel_miptree_reference(&intelImage
->mt
, intelObj
->mt
);
71 intel_finalize_mipmap_tree(struct intel_context
*intel
, GLuint unit
)
73 struct gl_texture_object
*tObj
= intel
->ctx
.Texture
.Unit
[unit
]._Current
;
74 struct intel_texture_object
*intelObj
= intel_texture_object(tObj
);
79 struct intel_texture_image
*firstImage
;
81 /* We know/require this is true by now:
83 assert(intelObj
->base
._Complete
);
85 /* What levels must the tree include at a minimum?
87 intel_update_max_level(intel
, intelObj
);
88 firstImage
= intel_texture_image(tObj
->Image
[0][tObj
->BaseLevel
]);
92 if (firstImage
->base
.Border
) {
94 intel_miptree_release(intel
, &intelObj
->mt
);
99 if (_mesa_is_format_compressed(firstImage
->base
.TexFormat
)) {
100 comp_byte
= intel_compressed_num_bytes(firstImage
->base
.TexFormat
);
104 cpp
= _mesa_get_format_bytes(firstImage
->base
.TexFormat
);
106 /* Check tree can hold all active levels. Check tree matches
107 * target, imageFormat, etc.
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.
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
);
128 /* May need to create a new tree:
131 intelObj
->mt
= intel_miptree_create(intel
,
132 intelObj
->base
.Target
,
133 firstImage
->base
._BaseFormat
,
134 firstImage
->base
.InternalFormat
,
137 firstImage
->base
.Width
,
138 firstImage
->base
.Height
,
139 firstImage
->base
.Depth
,
147 /* Pull in any images not in the object's tree:
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
)
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.
163 if (intelObj
->mt
!= intelImage
->mt
&&
164 !intelImage
->used_as_render_target
) {
165 copy_image_data_to_tree(intel
, intelObj
, intelImage
);
174 intel_tex_map_level_images(struct intel_context
*intel
,
175 struct intel_texture_object
*intelObj
,
178 GLuint nr_faces
= (intelObj
->base
.Target
== GL_TEXTURE_CUBE_MAP
) ? 6 : 1;
181 for (face
= 0; face
< nr_faces
; face
++) {
182 struct intel_texture_image
*intelImage
=
183 intel_texture_image(intelObj
->base
.Image
[face
][level
]);
185 if (intelImage
&& intelImage
->mt
) {
186 intelImage
->base
.Data
=
187 intel_miptree_image_map(intel
,
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; */
201 intel_tex_unmap_level_images(struct intel_context
*intel
,
202 struct intel_texture_object
*intelObj
,
205 GLuint nr_faces
= (intelObj
->base
.Target
== GL_TEXTURE_CUBE_MAP
) ? 6 : 1;
208 for (face
= 0; face
< nr_faces
; face
++) {
209 struct intel_texture_image
*intelImage
=
210 intel_texture_image(intelObj
->base
.Image
[face
][level
]);
212 if (intelImage
&& intelImage
->mt
) {
213 intel_miptree_image_unmap(intel
, intelImage
->mt
);
214 intelImage
->base
.Data
= NULL
;
220 intel_tex_map_images(struct intel_context
*intel
,
221 struct intel_texture_object
*intelObj
)
225 DBG("%s\n", __FUNCTION__
);
227 for (i
= intelObj
->base
.BaseLevel
; i
<= intelObj
->_MaxLevel
; i
++)
228 intel_tex_map_level_images(intel
, intelObj
, i
);
232 intel_tex_unmap_images(struct intel_context
*intel
,
233 struct intel_texture_object
*intelObj
)
237 for (i
= intelObj
->base
.BaseLevel
; i
<= intelObj
->_MaxLevel
; i
++)
238 intel_tex_unmap_level_images(intel
, intelObj
, i
);