1 #include "main/mtypes.h"
2 #include "main/macros.h"
4 #include "intel_context.h"
5 #include "intel_batchbuffer.h"
6 #include "intel_mipmap_tree.h"
8 #include "intel_chipset.h"
10 #define FILE_DEBUG_FLAG DEBUG_TEXTURE
13 * Compute which mipmap levels that really need to be sent to the hardware.
14 * This depends on the base image size, GL_TEXTURE_MIN_LOD,
15 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
18 intel_calculate_first_last_level(struct intel_context
*intel
,
19 struct intel_texture_object
*intelObj
)
21 struct gl_texture_object
*tObj
= &intelObj
->base
;
22 const struct gl_texture_image
*const baseImage
=
23 tObj
->Image
[0][tObj
->BaseLevel
];
25 /* These must be signed values. MinLod and MaxLod can be negative numbers,
26 * and having firstLevel and lastLevel as signed prevents the need for
32 /* Yes, this looks overly complicated, but it's all needed.
34 switch (tObj
->Target
) {
38 case GL_TEXTURE_CUBE_MAP
:
39 if (tObj
->MinFilter
== GL_NEAREST
|| tObj
->MinFilter
== GL_LINEAR
) {
40 /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
42 firstLevel
= lastLevel
= tObj
->BaseLevel
;
45 if (intel
->gen
== 2) {
46 firstLevel
= tObj
->BaseLevel
+ (GLint
) (tObj
->MinLod
+ 0.5);
47 firstLevel
= MAX2(firstLevel
, tObj
->BaseLevel
);
48 firstLevel
= MIN2(firstLevel
, tObj
->BaseLevel
+ baseImage
->MaxLog2
);
49 lastLevel
= tObj
->BaseLevel
+ (GLint
) (tObj
->MaxLod
+ 0.5);
50 lastLevel
= MAX2(lastLevel
, tObj
->BaseLevel
);
51 lastLevel
= MIN2(lastLevel
, tObj
->BaseLevel
+ baseImage
->MaxLog2
);
52 lastLevel
= MIN2(lastLevel
, tObj
->MaxLevel
);
53 lastLevel
= MAX2(firstLevel
, lastLevel
); /* need at least one level */
55 /* Min/max LOD are taken into account in sampler state. We don't
56 * want to re-layout textures just because clamping has been applied
57 * since it means a bunch of blitting around and probably no memory
58 * savings (since we have to keep the other levels around anyway).
60 firstLevel
= tObj
->BaseLevel
;
61 lastLevel
= MIN2(tObj
->BaseLevel
+ baseImage
->MaxLog2
,
63 /* need at least one level */
64 lastLevel
= MAX2(firstLevel
, lastLevel
);
68 case GL_TEXTURE_RECTANGLE_NV
:
69 case GL_TEXTURE_4D_SGIS
:
70 firstLevel
= lastLevel
= 0;
76 /* save these values */
77 intelObj
->firstLevel
= firstLevel
;
78 intelObj
->lastLevel
= lastLevel
;
82 * Copies the image's contents at its level into the object's miptree,
83 * and updates the image to point at the object's miptree.
86 copy_image_data_to_tree(struct intel_context
*intel
,
87 struct intel_texture_object
*intelObj
,
88 struct intel_texture_image
*intelImage
)
91 /* Copy potentially with the blitter:
93 intel_miptree_image_copy(intel
,
96 intelImage
->level
, intelImage
->mt
);
98 intel_miptree_release(intel
, &intelImage
->mt
);
101 assert(intelImage
->base
.Data
!= NULL
);
103 /* More straightforward upload.
105 intel_miptree_image_data(intel
,
109 intelImage
->base
.Data
,
110 intelImage
->base
.RowStride
,
111 intelImage
->base
.RowStride
*
112 intelImage
->base
.Height
);
113 _mesa_align_free(intelImage
->base
.Data
);
114 intelImage
->base
.Data
= NULL
;
117 intel_miptree_reference(&intelImage
->mt
, intelObj
->mt
);
124 intel_finalize_mipmap_tree(struct intel_context
*intel
, GLuint unit
)
126 struct gl_texture_object
*tObj
= intel
->ctx
.Texture
.Unit
[unit
]._Current
;
127 struct intel_texture_object
*intelObj
= intel_texture_object(tObj
);
132 struct intel_texture_image
*firstImage
;
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(intel
, intelObj
);
141 firstImage
= intel_texture_image(tObj
->Image
[0][intelObj
->firstLevel
]);
145 if (firstImage
->base
.Border
) {
147 intel_miptree_release(intel
, &intelObj
->mt
);
153 /* If both firstImage and intelObj have a tree which can contain
154 * all active images, favour firstImage. Note that because of the
155 * completeness requirement, we know that the image dimensions
158 if (firstImage
->mt
&&
159 firstImage
->mt
!= intelObj
->mt
&&
160 firstImage
->mt
->first_level
<= intelObj
->firstLevel
&&
161 firstImage
->mt
->last_level
>= intelObj
->lastLevel
) {
164 intel_miptree_release(intel
, &intelObj
->mt
);
166 intel_miptree_reference(&intelObj
->mt
, firstImage
->mt
);
169 if (_mesa_is_format_compressed(firstImage
->base
.TexFormat
)) {
170 comp_byte
= intel_compressed_num_bytes(firstImage
->base
.TexFormat
);
174 cpp
= _mesa_get_format_bytes(firstImage
->base
.TexFormat
);
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
!= _mesa_is_format_compressed(firstImage
->base
.TexFormat
))) {
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
._BaseFormat
,
205 firstImage
->base
.InternalFormat
,
206 intelObj
->firstLevel
,
208 firstImage
->base
.Width
,
209 firstImage
->base
.Height
,
210 firstImage
->base
.Depth
,
216 /* Pull in any images not in the object's tree:
218 nr_faces
= (intelObj
->base
.Target
== GL_TEXTURE_CUBE_MAP
) ? 6 : 1;
219 for (face
= 0; face
< nr_faces
; face
++) {
220 for (i
= intelObj
->firstLevel
; i
<= intelObj
->lastLevel
; i
++) {
221 struct intel_texture_image
*intelImage
=
222 intel_texture_image(intelObj
->base
.Image
[face
][i
]);
224 /* Need to import images in main memory or held in other trees.
225 * If it's a render target, then its data isn't needed to be in
226 * the object tree (otherwise we'd be FBO incomplete), and we need
227 * to keep track of the image's MT as needing to be pulled in still,
228 * or we'll lose the rendering that's done to it.
230 if (intelObj
->mt
!= intelImage
->mt
&&
231 !intelImage
->used_as_render_target
) {
232 copy_image_data_to_tree(intel
, intelObj
, intelImage
);
241 intel_tex_map_level_images(struct intel_context
*intel
,
242 struct intel_texture_object
*intelObj
,
245 GLuint nr_faces
= (intelObj
->base
.Target
== GL_TEXTURE_CUBE_MAP
) ? 6 : 1;
248 for (face
= 0; face
< nr_faces
; face
++) {
249 struct intel_texture_image
*intelImage
=
250 intel_texture_image(intelObj
->base
.Image
[face
][level
]);
252 if (intelImage
&& intelImage
->mt
) {
253 intelImage
->base
.Data
=
254 intel_miptree_image_map(intel
,
258 &intelImage
->base
.RowStride
,
259 intelImage
->base
.ImageOffsets
);
260 /* convert stride to texels, not bytes */
261 intelImage
->base
.RowStride
/= intelImage
->mt
->cpp
;
262 /* intelImage->base.ImageStride /= intelImage->mt->cpp; */
268 intel_tex_unmap_level_images(struct intel_context
*intel
,
269 struct intel_texture_object
*intelObj
,
272 GLuint nr_faces
= (intelObj
->base
.Target
== GL_TEXTURE_CUBE_MAP
) ? 6 : 1;
275 for (face
= 0; face
< nr_faces
; face
++) {
276 struct intel_texture_image
*intelImage
=
277 intel_texture_image(intelObj
->base
.Image
[face
][level
]);
279 if (intelImage
&& intelImage
->mt
) {
280 intel_miptree_image_unmap(intel
, intelImage
->mt
);
281 intelImage
->base
.Data
= NULL
;
287 intel_tex_map_images(struct intel_context
*intel
,
288 struct intel_texture_object
*intelObj
)
292 DBG("%s\n", __FUNCTION__
);
294 for (i
= intelObj
->firstLevel
; i
<= intelObj
->lastLevel
; i
++)
295 intel_tex_map_level_images(intel
, intelObj
, i
);
299 intel_tex_unmap_images(struct intel_context
*intel
,
300 struct intel_texture_object
*intelObj
)
304 for (i
= intelObj
->firstLevel
; i
<= intelObj
->lastLevel
; i
++)
305 intel_tex_unmap_level_images(intel
, intelObj
, i
);