1 #include "main/mtypes.h"
2 #include "main/macros.h"
3 #include "main/samplerobj.h"
5 #include "intel_context.h"
6 #include "intel_mipmap_tree.h"
9 #define FILE_DEBUG_FLAG DEBUG_TEXTURE
12 * When validating, we only care about the texture images that could
13 * be seen, so for non-mipmapped modes we want to ignore everything
17 intel_update_max_level(struct intel_context
*intel
,
18 struct intel_texture_object
*intelObj
,
19 struct gl_sampler_object
*sampler
)
21 struct gl_texture_object
*tObj
= &intelObj
->base
;
23 if (sampler
->MinFilter
== GL_NEAREST
||
24 sampler
->MinFilter
== GL_LINEAR
) {
25 intelObj
->_MaxLevel
= tObj
->BaseLevel
;
27 intelObj
->_MaxLevel
= tObj
->_MaxLevel
;
32 * Copies the image's contents at its level into the object's miptree,
33 * and updates the image to point at the object's miptree.
36 copy_image_data_to_tree(struct intel_context
*intel
,
37 struct intel_texture_object
*intelObj
,
38 struct intel_texture_image
*intelImage
)
41 /* Copy potentially with the blitter:
43 intel_miptree_image_copy(intel
,
46 intelImage
->level
, intelImage
->mt
);
48 intel_miptree_release(intel
, &intelImage
->mt
);
51 assert(intelImage
->base
.Data
!= NULL
);
53 /* More straightforward upload.
55 intel_miptree_image_data(intel
,
59 intelImage
->base
.Data
,
60 intelImage
->base
.RowStride
,
61 intelImage
->base
.RowStride
*
62 intelImage
->base
.Height
);
63 _mesa_align_free(intelImage
->base
.Data
);
64 intelImage
->base
.Data
= NULL
;
67 intel_miptree_reference(&intelImage
->mt
, intelObj
->mt
);
74 intel_finalize_mipmap_tree(struct intel_context
*intel
, GLuint unit
)
76 struct gl_context
*ctx
= &intel
->ctx
;
77 struct gl_texture_object
*tObj
= intel
->ctx
.Texture
.Unit
[unit
]._Current
;
78 struct intel_texture_object
*intelObj
= intel_texture_object(tObj
);
79 struct gl_sampler_object
*sampler
= _mesa_get_samplerobj(ctx
, unit
);
84 struct intel_texture_image
*firstImage
;
86 /* We know/require this is true by now:
88 assert(intelObj
->base
._Complete
);
90 /* What levels must the tree include at a minimum?
92 intel_update_max_level(intel
, intelObj
, sampler
);
93 firstImage
= intel_texture_image(tObj
->Image
[0][tObj
->BaseLevel
]);
97 if (firstImage
->base
.Border
) {
99 intel_miptree_release(intel
, &intelObj
->mt
);
104 if (_mesa_is_format_compressed(firstImage
->base
.TexFormat
)) {
105 comp_byte
= intel_compressed_num_bytes(firstImage
->base
.TexFormat
);
109 cpp
= _mesa_get_format_bytes(firstImage
->base
.TexFormat
);
111 /* Check tree can hold all active levels. Check tree matches
112 * target, imageFormat, etc.
114 * For pre-gen4, we have to match first_level == tObj->BaseLevel,
115 * because we don't have the control that gen4 does to make min/mag
116 * determination happen at a nonzero (hardware) baselevel. Because
117 * of that, we just always relayout on baselevel change.
120 (intelObj
->mt
->target
!= intelObj
->base
.Target
||
121 intelObj
->mt
->internal_format
!= firstImage
->base
.InternalFormat
||
122 intelObj
->mt
->first_level
!= tObj
->BaseLevel
||
123 intelObj
->mt
->last_level
< intelObj
->_MaxLevel
||
124 intelObj
->mt
->width0
!= firstImage
->base
.Width
||
125 intelObj
->mt
->height0
!= firstImage
->base
.Height
||
126 intelObj
->mt
->depth0
!= firstImage
->base
.Depth
||
127 intelObj
->mt
->cpp
!= cpp
||
128 intelObj
->mt
->compressed
!= _mesa_is_format_compressed(firstImage
->base
.TexFormat
))) {
129 intel_miptree_release(intel
, &intelObj
->mt
);
133 /* May need to create a new tree:
136 intelObj
->mt
= intel_miptree_create(intel
,
137 intelObj
->base
.Target
,
138 firstImage
->base
._BaseFormat
,
139 firstImage
->base
.InternalFormat
,
142 firstImage
->base
.Width
,
143 firstImage
->base
.Height
,
144 firstImage
->base
.Depth
,
152 /* Pull in any images not in the object's tree:
154 nr_faces
= (intelObj
->base
.Target
== GL_TEXTURE_CUBE_MAP
) ? 6 : 1;
155 for (face
= 0; face
< nr_faces
; face
++) {
156 for (i
= tObj
->BaseLevel
; i
<= intelObj
->_MaxLevel
; i
++) {
157 struct intel_texture_image
*intelImage
=
158 intel_texture_image(intelObj
->base
.Image
[face
][i
]);
159 /* skip too small size mipmap */
160 if (intelImage
== NULL
)
162 /* Need to import images in main memory or held in other trees.
163 * If it's a render target, then its data isn't needed to be in
164 * the object tree (otherwise we'd be FBO incomplete), and we need
165 * to keep track of the image's MT as needing to be pulled in still,
166 * or we'll lose the rendering that's done to it.
168 if (intelObj
->mt
!= intelImage
->mt
&&
169 !intelImage
->used_as_render_target
) {
170 copy_image_data_to_tree(intel
, intelObj
, intelImage
);
179 intel_tex_map_level_images(struct intel_context
*intel
,
180 struct intel_texture_object
*intelObj
,
183 GLuint nr_faces
= (intelObj
->base
.Target
== GL_TEXTURE_CUBE_MAP
) ? 6 : 1;
186 for (face
= 0; face
< nr_faces
; face
++) {
187 struct intel_texture_image
*intelImage
=
188 intel_texture_image(intelObj
->base
.Image
[face
][level
]);
190 if (intelImage
&& intelImage
->mt
) {
191 intelImage
->base
.Data
=
192 intel_miptree_image_map(intel
,
196 &intelImage
->base
.RowStride
,
197 intelImage
->base
.ImageOffsets
);
198 /* convert stride to texels, not bytes */
199 intelImage
->base
.RowStride
/= intelImage
->mt
->cpp
;
200 /* intelImage->base.ImageStride /= intelImage->mt->cpp; */
206 intel_tex_unmap_level_images(struct intel_context
*intel
,
207 struct intel_texture_object
*intelObj
,
210 GLuint nr_faces
= (intelObj
->base
.Target
== GL_TEXTURE_CUBE_MAP
) ? 6 : 1;
213 for (face
= 0; face
< nr_faces
; face
++) {
214 struct intel_texture_image
*intelImage
=
215 intel_texture_image(intelObj
->base
.Image
[face
][level
]);
217 if (intelImage
&& intelImage
->mt
) {
218 intel_miptree_image_unmap(intel
, intelImage
->mt
);
219 intelImage
->base
.Data
= NULL
;
225 intel_tex_map_images(struct intel_context
*intel
,
226 struct intel_texture_object
*intelObj
)
230 DBG("%s\n", __FUNCTION__
);
232 for (i
= intelObj
->base
.BaseLevel
; i
<= intelObj
->_MaxLevel
; i
++)
233 intel_tex_map_level_images(intel
, intelObj
, i
);
237 intel_tex_unmap_images(struct intel_context
*intel
,
238 struct intel_texture_object
*intelObj
)
242 for (i
= intelObj
->base
.BaseLevel
; i
<= intelObj
->_MaxLevel
; i
++)
243 intel_tex_unmap_level_images(intel
, intelObj
, i
);