#include "main/mtypes.h"
#include "main/macros.h"
#include "main/samplerobj.h"
+#include "main/teximage.h"
#include "main/texobj.h"
#include "brw_context.h"
{
struct gl_texture_object *tObj = &intelObj->base;
- if (sampler->MinFilter == GL_NEAREST ||
- sampler->MinFilter == GL_LINEAR) {
+ if (!tObj->_MipmapComplete ||
+ (tObj->_RenderToTexture &&
+ (sampler->MinFilter == GL_NEAREST ||
+ sampler->MinFilter == GL_LINEAR))) {
intelObj->_MaxLevel = tObj->BaseLevel;
} else {
intelObj->_MaxLevel = tObj->_MaxLevel;
* BaseLevel/MaxLevel/filtering, and copy in any texture images that are
* stored in other miptrees.
*/
-GLuint
+void
intel_finalize_mipmap_tree(struct brw_context *brw, GLuint unit)
{
struct gl_context *ctx = &brw->ctx;
/* TBOs require no validation -- they always just point to their BO. */
if (tObj->Target == GL_TEXTURE_BUFFER)
- return true;
+ return;
/* We know that this is true by now, and if it wasn't, we might have
* mismatched level sizes and the copies would fail.
if (!intelObj->needs_validate &&
validate_first_level >= intelObj->validated_first_level &&
validate_last_level <= intelObj->validated_last_level) {
- return true;
+ return;
}
- /* Immutable textures should not get this far -- they should have been
- * created in a validated state, and nothing can invalidate them.
+ /* On recent generations, immutable textures should not get this far
+ * -- they should have been created in a validated state, and nothing
+ * can invalidate them.
+ *
+ * Unfortunately, this is not true on pre-Sandybridge hardware -- when
+ * rendering into an immutable-format depth texture we may have to rebase
+ * the rendered levels to meet alignment requirements.
+ *
+ * FINISHME: Avoid doing this.
*/
- assert(!tObj->Immutable);
+ assert(!tObj->Immutable || brw->gen < 6);
firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]);
/* Check tree can hold all active levels. Check tree matches
* target, imageFormat, etc.
- *
- * For pre-gen4, we have to match first_level == tObj->BaseLevel,
- * because we don't have the control that gen4 does to make min/mag
- * determination happen at a nonzero (hardware) baselevel. Because
- * of that, we just always relayout on baselevel change.
*/
if (intelObj->mt &&
(!intel_miptree_match_image(intelObj->mt, &firstImage->base.Base) ||
/* May need to create a new tree:
*/
if (!intelObj->mt) {
- intel_miptree_get_dimensions_for_image(&firstImage->base.Base,
- &width, &height, &depth);
+ intel_get_image_dims(&firstImage->base.Base, &width, &height, &depth);
perf_debug("Creating new %s %dx%dx%d %d-level miptree to handle "
"finalized texture miptree.\n",
_mesa_get_format_name(firstImage->base.Base.TexFormat),
width, height, depth, validate_last_level + 1);
+ const uint32_t layout_flags = MIPTREE_LAYOUT_ACCELERATED_UPLOAD |
+ MIPTREE_LAYOUT_TILING_ANY;
intelObj->mt = intel_miptree_create(brw,
intelObj->base.Target,
firstImage->base.Base.TexFormat,
width,
height,
depth,
- true,
0 /* num_samples */,
- INTEL_MIPTREE_TILING_ANY);
+ layout_flags);
if (!intelObj->mt)
- return false;
+ return;
}
/* Pull in any images not in the object's tree:
intelObj->validated_first_level = validate_first_level;
intelObj->validated_last_level = validate_last_level;
+ intelObj->_Format = intelObj->mt->format;
intelObj->needs_validate = false;
+}
+
+/**
+ * Finalizes all textures, completing any rendering that needs to be done
+ * to prepare them.
+ */
+void
+brw_validate_textures(struct brw_context *brw)
+{
+ struct gl_context *ctx = &brw->ctx;
+ const int max_enabled_unit = ctx->Texture._MaxEnabledTexImageUnit;
- return true;
+ for (int unit = 0; unit <= max_enabled_unit; unit++) {
+ struct gl_texture_unit *tex_unit = &ctx->Texture.Unit[unit];
+
+ if (tex_unit->_Current) {
+ intel_finalize_mipmap_tree(brw, unit);
+ }
+ }
}