Merge branch 'mesa_7_5_branch'
[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_batchbuffer.h"
6 #include "intel_mipmap_tree.h"
7 #include "intel_tex.h"
8
9 #define FILE_DEBUG_FLAG DEBUG_TEXTURE
10
11 /**
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.
15 */
16 static void
17 intel_calculate_first_last_level(struct intel_texture_object *intelObj)
18 {
19 struct gl_texture_object *tObj = &intelObj->base;
20 const struct gl_texture_image *const baseImage =
21 tObj->Image[0][tObj->BaseLevel];
22
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
25 * extra sign checks.
26 */
27 int firstLevel;
28 int lastLevel;
29
30 /* Yes, this looks overly complicated, but it's all needed.
31 */
32 switch (tObj->Target) {
33 case GL_TEXTURE_1D:
34 case GL_TEXTURE_2D:
35 case GL_TEXTURE_3D:
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.
39 */
40 firstLevel = lastLevel = tObj->BaseLevel;
41 }
42 else {
43 #ifdef I915
44 firstLevel = tObj->BaseLevel + (GLint) (tObj->MinLod + 0.5);
45 firstLevel = MAX2(firstLevel, tObj->BaseLevel);
46 firstLevel = MIN2(firstLevel, tObj->BaseLevel + baseImage->MaxLog2);
47 lastLevel = tObj->BaseLevel + (GLint) (tObj->MaxLod + 0.5);
48 lastLevel = MAX2(lastLevel, tObj->BaseLevel);
49 lastLevel = MIN2(lastLevel, tObj->BaseLevel + baseImage->MaxLog2);
50 lastLevel = MIN2(lastLevel, tObj->MaxLevel);
51 lastLevel = MAX2(firstLevel, lastLevel); /* need at least one level */
52 #else
53 /* Currently not taking min/max lod into account here, those
54 * values are programmed as sampler state elsewhere and we
55 * upload the same mipmap levels regardless. Not sure if
56 * this makes sense as it means it isn't possible for the app
57 * to use min/max lod to reduce texture memory pressure:
58 */
59 firstLevel = tObj->BaseLevel;
60 lastLevel = MIN2(tObj->BaseLevel + baseImage->MaxLog2,
61 tObj->MaxLevel);
62 lastLevel = MAX2(firstLevel, lastLevel); /* need at least one level */
63 #endif
64 }
65 break;
66 case GL_TEXTURE_RECTANGLE_NV:
67 case GL_TEXTURE_4D_SGIS:
68 firstLevel = lastLevel = 0;
69 break;
70 default:
71 return;
72 }
73
74 /* save these values */
75 intelObj->firstLevel = firstLevel;
76 intelObj->lastLevel = lastLevel;
77 }
78
79 /**
80 * Copies the image's contents at its level into the object's miptree,
81 * and updates the image to point at the object's miptree.
82 */
83 static void
84 copy_image_data_to_tree(struct intel_context *intel,
85 struct intel_texture_object *intelObj,
86 struct intel_texture_image *intelImage)
87 {
88 if (intelImage->mt) {
89 /* Copy potentially with the blitter:
90 */
91 intel_miptree_image_copy(intel,
92 intelObj->mt,
93 intelImage->face,
94 intelImage->level, intelImage->mt);
95
96 intel_miptree_release(intel, &intelImage->mt);
97 }
98 else {
99 assert(intelImage->base.Data != NULL);
100
101 /* More straightforward upload.
102 */
103 intel_miptree_image_data(intel,
104 intelObj->mt,
105 intelImage->face,
106 intelImage->level,
107 intelImage->base.Data,
108 intelImage->base.RowStride,
109 intelImage->base.RowStride *
110 intelImage->base.Height);
111 _mesa_align_free(intelImage->base.Data);
112 intelImage->base.Data = NULL;
113 }
114
115 intel_miptree_reference(&intelImage->mt, intelObj->mt);
116 }
117
118
119 /*
120 */
121 GLuint
122 intel_finalize_mipmap_tree(struct intel_context *intel, GLuint unit)
123 {
124 struct gl_texture_object *tObj = intel->ctx.Texture.Unit[unit]._Current;
125 struct intel_texture_object *intelObj = intel_texture_object(tObj);
126 int comp_byte = 0;
127 int cpp;
128 GLuint face, i;
129 GLuint nr_faces = 0;
130 struct intel_texture_image *firstImage;
131
132 /* We know/require this is true by now:
133 */
134 assert(intelObj->base._Complete);
135
136 /* What levels must the tree include at a minimum?
137 */
138 intel_calculate_first_last_level(intelObj);
139 firstImage =
140 intel_texture_image(intelObj->base.Image[0][intelObj->firstLevel]);
141
142 /* Fallback case:
143 */
144 if (firstImage->base.Border) {
145 if (intelObj->mt) {
146 intel_miptree_release(intel, &intelObj->mt);
147 }
148 return GL_FALSE;
149 }
150
151
152 /* If both firstImage and intelObj have a tree which can contain
153 * all active images, favour firstImage. Note that because of the
154 * completeness requirement, we know that the image dimensions
155 * will match.
156 */
157 if (firstImage->mt &&
158 firstImage->mt != intelObj->mt &&
159 firstImage->mt->first_level <= intelObj->firstLevel &&
160 firstImage->mt->last_level >= intelObj->lastLevel) {
161
162 if (intelObj->mt)
163 intel_miptree_release(intel, &intelObj->mt);
164
165 intel_miptree_reference(&intelObj->mt, firstImage->mt);
166 }
167
168 if (firstImage->base.IsCompressed) {
169 comp_byte = intel_compressed_num_bytes(firstImage->base.TexFormat->MesaFormat);
170 cpp = comp_byte;
171 }
172 else cpp = firstImage->base.TexFormat->TexelBytes;
173
174 /* Check tree can hold all active levels. Check tree matches
175 * target, imageFormat, etc.
176 *
177 * XXX: For some layouts (eg i945?), the test might have to be
178 * first_level == firstLevel, as the tree isn't valid except at the
179 * original start level. Hope to get around this by
180 * programming minLod, maxLod, baseLevel into the hardware and
181 * leaving the tree alone.
182 */
183 if (intelObj->mt &&
184 (intelObj->mt->target != intelObj->base.Target ||
185 intelObj->mt->internal_format != firstImage->base.InternalFormat ||
186 intelObj->mt->first_level != intelObj->firstLevel ||
187 intelObj->mt->last_level != intelObj->lastLevel ||
188 intelObj->mt->width0 != firstImage->base.Width ||
189 intelObj->mt->height0 != firstImage->base.Height ||
190 intelObj->mt->depth0 != firstImage->base.Depth ||
191 intelObj->mt->cpp != cpp ||
192 intelObj->mt->compressed != firstImage->base.IsCompressed)) {
193 intel_miptree_release(intel, &intelObj->mt);
194 }
195
196
197 /* May need to create a new tree:
198 */
199 if (!intelObj->mt) {
200 intelObj->mt = intel_miptree_create(intel,
201 intelObj->base.Target,
202 firstImage->base.InternalFormat,
203 intelObj->firstLevel,
204 intelObj->lastLevel,
205 firstImage->base.Width,
206 firstImage->base.Height,
207 firstImage->base.Depth,
208 cpp,
209 comp_byte,
210 GL_TRUE);
211 }
212
213 /* Pull in any images not in the object's tree:
214 */
215 nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
216 for (face = 0; face < nr_faces; face++) {
217 for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) {
218 struct intel_texture_image *intelImage =
219 intel_texture_image(intelObj->base.Image[face][i]);
220
221 /* Need to import images in main memory or held in other trees.
222 */
223 if (intelObj->mt != intelImage->mt) {
224 copy_image_data_to_tree(intel, intelObj, intelImage);
225 }
226 }
227 }
228
229 return GL_TRUE;
230 }
231
232 void
233 intel_tex_map_level_images(struct intel_context *intel,
234 struct intel_texture_object *intelObj,
235 int level)
236 {
237 GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
238 GLuint face;
239
240 for (face = 0; face < nr_faces; face++) {
241 struct intel_texture_image *intelImage =
242 intel_texture_image(intelObj->base.Image[face][level]);
243
244 if (intelImage && intelImage->mt) {
245 intelImage->base.Data =
246 intel_miptree_image_map(intel,
247 intelImage->mt,
248 intelImage->face,
249 intelImage->level,
250 &intelImage->base.RowStride,
251 intelImage->base.ImageOffsets);
252 /* convert stride to texels, not bytes */
253 intelImage->base.RowStride /= intelImage->mt->cpp;
254 /* intelImage->base.ImageStride /= intelImage->mt->cpp; */
255 }
256 }
257 }
258
259 void
260 intel_tex_unmap_level_images(struct intel_context *intel,
261 struct intel_texture_object *intelObj,
262 int level)
263 {
264 GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
265 GLuint face;
266
267 for (face = 0; face < nr_faces; face++) {
268 struct intel_texture_image *intelImage =
269 intel_texture_image(intelObj->base.Image[face][level]);
270
271 if (intelImage && intelImage->mt) {
272 intel_miptree_image_unmap(intel, intelImage->mt);
273 intelImage->base.Data = NULL;
274 }
275 }
276 }
277
278 void
279 intel_tex_map_images(struct intel_context *intel,
280 struct intel_texture_object *intelObj)
281 {
282 int i;
283
284 DBG("%s\n", __FUNCTION__);
285
286 for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++)
287 intel_tex_map_level_images(intel, intelObj, i);
288 }
289
290 void
291 intel_tex_unmap_images(struct intel_context *intel,
292 struct intel_texture_object *intelObj)
293 {
294 int i;
295
296 for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++)
297 intel_tex_unmap_level_images(intel, intelObj, i);
298 }