4 #include "intel_context.h"
5 #include "intel_batchbuffer.h"
6 #include "intel_mipmap_tree.h"
9 #define FILE_DEBUG_FLAG DEBUG_TEXTURE
12 * Compute which mipmap levels that really need to be sent to the hardware.
13 * This depends on the base image size, GL_TEXTURE_MIN_LOD,
14 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
17 intel_calculate_first_last_level(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
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 firstLevel
= lastLevel
= tObj
->BaseLevel
;
44 firstLevel
= tObj
->BaseLevel
+ (GLint
) (tObj
->MinLod
+ 0.5);
45 firstLevel
= MAX2(firstLevel
, tObj
->BaseLevel
);
46 lastLevel
= tObj
->BaseLevel
+ (GLint
) (tObj
->MaxLod
+ 0.5);
47 lastLevel
= MAX2(lastLevel
, tObj
->BaseLevel
);
48 lastLevel
= MIN2(lastLevel
, tObj
->BaseLevel
+ baseImage
->MaxLog2
);
49 lastLevel
= MIN2(lastLevel
, tObj
->MaxLevel
);
50 lastLevel
= MAX2(firstLevel
, lastLevel
); /* need at least one level */
52 /* Currently not taking min/max lod into account here, those
53 * values are programmed as sampler state elsewhere and we
54 * upload the same mipmap levels regardless. Not sure if
55 * this makes sense as it means it isn't possible for the app
56 * to use min/max lod to reduce texture memory pressure:
58 firstLevel
= tObj
->BaseLevel
;
59 lastLevel
= MIN2(tObj
->BaseLevel
+ baseImage
->MaxLog2
,
61 lastLevel
= MAX2(firstLevel
, lastLevel
); /* need at least one level */
65 case GL_TEXTURE_RECTANGLE_NV
:
66 case GL_TEXTURE_4D_SGIS
:
67 firstLevel
= lastLevel
= 0;
73 /* save these values */
74 intelObj
->firstLevel
= firstLevel
;
75 intelObj
->lastLevel
= lastLevel
;
79 * Copies the image's contents at its level into the object's miptree,
80 * and updates the image to point at the object's miptree.
83 copy_image_data_to_tree(struct intel_context
*intel
,
84 struct intel_texture_object
*intelObj
,
85 struct intel_texture_image
*intelImage
)
88 /* Copy potentially with the blitter:
90 intel_miptree_image_copy(intel
,
93 intelImage
->level
, intelImage
->mt
);
95 intel_miptree_release(intel
, &intelImage
->mt
);
98 assert(intelImage
->base
.Data
!= NULL
);
100 /* More straightforward upload.
102 intel_miptree_image_data(intel
,
106 intelImage
->base
.Data
,
107 intelImage
->base
.RowStride
,
108 intelImage
->base
.RowStride
*
109 intelImage
->base
.Height
);
110 _mesa_align_free(intelImage
->base
.Data
);
111 intelImage
->base
.Data
= NULL
;
114 intel_miptree_reference(&intelImage
->mt
, intelObj
->mt
);
121 intel_finalize_mipmap_tree(struct intel_context
*intel
, GLuint unit
)
123 struct gl_texture_object
*tObj
= intel
->ctx
.Texture
.Unit
[unit
]._Current
;
124 struct intel_texture_object
*intelObj
= intel_texture_object(tObj
);
130 struct intel_texture_image
*firstImage
;
132 GLboolean need_flush
= GL_FALSE
;
134 /* We know/require this is true by now:
136 assert(intelObj
->base
._Complete
);
138 /* What levels must the tree include at a minimum?
140 intel_calculate_first_last_level(intelObj
);
142 intel_texture_image(intelObj
->base
.Image
[0][intelObj
->firstLevel
]);
146 if (firstImage
->base
.Border
) {
148 intel_miptree_release(intel
, &intelObj
->mt
);
154 /* If both firstImage and intelObj have a tree which can contain
155 * all active images, favour firstImage. Note that because of the
156 * completeness requirement, we know that the image dimensions
159 if (firstImage
->mt
&&
160 firstImage
->mt
!= intelObj
->mt
&&
161 firstImage
->mt
->first_level
<= intelObj
->firstLevel
&&
162 firstImage
->mt
->last_level
>= intelObj
->lastLevel
) {
165 intel_miptree_release(intel
, &intelObj
->mt
);
167 intel_miptree_reference(&intelObj
->mt
, firstImage
->mt
);
170 if (firstImage
->base
.IsCompressed
) {
171 comp_byte
= intel_compressed_num_bytes(firstImage
->base
.TexFormat
->MesaFormat
);
174 else cpp
= firstImage
->base
.TexFormat
->TexelBytes
;
176 /* Check tree can hold all active levels. Check tree matches
177 * target, imageFormat, etc.
179 * XXX: For some layouts (eg i945?), the test might have to be
180 * first_level == firstLevel, as the tree isn't valid except at the
181 * original start level. Hope to get around this by
182 * programming minLod, maxLod, baseLevel into the hardware and
183 * leaving the tree alone.
186 (intelObj
->mt
->target
!= intelObj
->base
.Target
||
187 intelObj
->mt
->internal_format
!= firstImage
->base
.InternalFormat
||
188 intelObj
->mt
->first_level
!= intelObj
->firstLevel
||
189 intelObj
->mt
->last_level
!= intelObj
->lastLevel
||
190 intelObj
->mt
->width0
!= firstImage
->base
.Width
||
191 intelObj
->mt
->height0
!= firstImage
->base
.Height
||
192 intelObj
->mt
->depth0
!= firstImage
->base
.Depth
||
193 intelObj
->mt
->cpp
!= cpp
||
194 intelObj
->mt
->compressed
!= firstImage
->base
.IsCompressed
)) {
195 intel_miptree_release(intel
, &intelObj
->mt
);
199 /* May need to create a new tree:
202 intelObj
->mt
= intel_miptree_create(intel
,
203 intelObj
->base
.Target
,
204 firstImage
->base
.InternalFormat
,
205 intelObj
->firstLevel
,
207 firstImage
->base
.Width
,
208 firstImage
->base
.Height
,
209 firstImage
->base
.Depth
,
214 /* Pull in any images not in the object's tree:
216 nr_faces
= (intelObj
->base
.Target
== GL_TEXTURE_CUBE_MAP
) ? 6 : 1;
217 for (face
= 0; face
< nr_faces
; face
++) {
218 for (i
= intelObj
->firstLevel
; i
<= intelObj
->lastLevel
; i
++) {
219 struct intel_texture_image
*intelImage
=
220 intel_texture_image(intelObj
->base
.Image
[face
][i
]);
222 /* Need to import images in main memory or held in other trees.
224 if (intelObj
->mt
!= intelImage
->mt
) {
225 copy_image_data_to_tree(intel
, intelObj
, intelImage
);
226 need_flush
= GL_TRUE
;
232 /* XXX: what is this flush about?
233 * On 965, it causes a batch flush in the middle of the state relocation
234 * emits, which means that the eventual rendering doesn't have all of the
235 * required relocations in place.
238 intel_batchbuffer_flush(intel
->batch
);
247 intel_tex_map_images(struct intel_context
*intel
,
248 struct intel_texture_object
*intelObj
)
250 GLuint nr_faces
= (intelObj
->base
.Target
== GL_TEXTURE_CUBE_MAP
) ? 6 : 1;
253 DBG("%s\n", __FUNCTION__
);
255 for (face
= 0; face
< nr_faces
; face
++) {
256 for (i
= intelObj
->firstLevel
; i
<= intelObj
->lastLevel
; i
++) {
257 struct intel_texture_image
*intelImage
=
258 intel_texture_image(intelObj
->base
.Image
[face
][i
]);
260 if (intelImage
->mt
) {
261 intelImage
->base
.Data
=
262 intel_miptree_image_map(intel
,
266 &intelImage
->base
.RowStride
,
267 intelImage
->base
.ImageOffsets
);
268 /* convert stride to texels, not bytes */
269 intelImage
->base
.RowStride
/= intelImage
->mt
->cpp
;
270 /* intelImage->base.ImageStride /= intelImage->mt->cpp; */
279 intel_tex_unmap_images(struct intel_context
*intel
,
280 struct intel_texture_object
*intelObj
)
282 GLuint nr_faces
= (intelObj
->base
.Target
== GL_TEXTURE_CUBE_MAP
) ? 6 : 1;
285 for (face
= 0; face
< nr_faces
; face
++) {
286 for (i
= intelObj
->firstLevel
; i
<= intelObj
->lastLevel
; i
++) {
287 struct intel_texture_image
*intelImage
=
288 intel_texture_image(intelObj
->base
.Image
[face
][i
]);
290 if (intelImage
->mt
) {
291 intel_miptree_image_unmap(intel
, intelImage
->mt
);
292 intelImage
->base
.Data
= NULL
;