-/**************************************************************************
- *
- * Copyright 2006 Tungsten Graphics, Inc., Cedar Park, Texas.
- * All Rights Reserved.
- *
+/*
+ * Copyright © 2013 Intel Corporation
+ *
* Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the
- * "Software"), to deal in the Software without restriction, including
- * without limitation the rights to use, copy, modify, merge, publish,
- * distribute, sub license, and/or sell copies of the Software, and to
- * permit persons to whom the Software is furnished to do so, subject to
- * the following conditions:
- *
- * The above copyright notice and this permission notice (including the
- * next paragraph) shall be included in all copies or substantial portions
- * of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
- * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
- * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
- * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
- * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- *
- **************************************************************************/
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
-#include "mtypes.h"
-#include "macros.h"
+#include "main/mtypes.h"
+#include "main/macros.h"
+#include "main/samplerobj.h"
+#include "main/teximage.h"
+#include "main/texobj.h"
-#include "intel_context.h"
+#include "brw_context.h"
#include "intel_mipmap_tree.h"
+#include "intel_blit.h"
#include "intel_tex.h"
-#include "dri_bufmgr.h"
+
+#define FILE_DEBUG_FLAG DEBUG_TEXTURE
/**
- * Compute which mipmap levels that really need to be sent to the hardware.
- * This depends on the base image size, GL_TEXTURE_MIN_LOD,
- * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
+ * Sets our driver-specific variant of tObj->_MaxLevel for later surface state
+ * upload.
+ *
+ * If we're only ensuring that there is storage for the first miplevel of a
+ * texture, then in texture setup we're going to have to make sure we don't
+ * allow sampling beyond level 0.
*/
-static void intel_calculate_first_last_level( struct intel_texture_object *intelObj )
+static void
+intel_update_max_level(struct intel_texture_object *intelObj,
+ struct gl_sampler_object *sampler)
{
struct gl_texture_object *tObj = &intelObj->base;
- const struct gl_texture_image * const baseImage =
- tObj->Image[0][tObj->BaseLevel];
-
- /* These must be signed values. MinLod and MaxLod can be negative numbers,
- * and having firstLevel and lastLevel as signed prevents the need for
- * extra sign checks.
- */
- int firstLevel;
- int lastLevel;
- /* Yes, this looks overly complicated, but it's all needed.
- */
- switch (tObj->Target) {
- case GL_TEXTURE_1D:
- case GL_TEXTURE_2D:
- case GL_TEXTURE_3D:
- case GL_TEXTURE_CUBE_MAP:
- if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
- /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
- */
- firstLevel = lastLevel = tObj->BaseLevel;
- }
- else {
- /* Currently not taking min/max lod into account here, those
- * values are programmed as sampler state elsewhere and we
- * upload the same mipmap levels regardless. Not sure if
- * this makes sense as it means it isn't possible for the app
- * to use min/max lod to reduce texture memory pressure:
- */
- firstLevel = tObj->BaseLevel;
- lastLevel = MIN2(tObj->BaseLevel + baseImage->MaxLog2,
- tObj->MaxLevel);
- lastLevel = MAX2(firstLevel, lastLevel); /* need at least one level */
- }
- break;
- case GL_TEXTURE_RECTANGLE_NV:
- case GL_TEXTURE_4D_SGIS:
- firstLevel = lastLevel = 0;
- break;
- default:
- return;
+ if (!tObj->_MipmapComplete ||
+ (tObj->_RenderToTexture &&
+ (sampler->MinFilter == GL_NEAREST ||
+ sampler->MinFilter == GL_LINEAR))) {
+ intelObj->_MaxLevel = tObj->BaseLevel;
+ } else {
+ intelObj->_MaxLevel = tObj->_MaxLevel;
}
-
- /* save these values */
- intelObj->firstLevel = firstLevel;
- intelObj->lastLevel = lastLevel;
}
-static GLboolean copy_image_data_to_tree( struct intel_context *intel,
- struct intel_texture_object *intelObj,
- struct gl_texture_image *texImage,
- GLuint face,
- GLuint level)
-{
- return intel_miptree_image_data(intel,
- intelObj->mt,
- face,
- level,
- texImage->Data,
- texImage->RowStride,
- (texImage->RowStride *
- texImage->Height *
- texImage->TexFormat->TexelBytes));
-}
-
-static void intel_texture_invalidate( struct intel_texture_object *intelObj )
-{
- GLint nr_faces, face;
- intelObj->dirty = ~0;
-
- nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
- for (face = 0; face < nr_faces; face++)
- intelObj->dirty_images[face] = ~0;
-}
-
-#if 0
-static void intel_texture_invalidate_cb( struct intel_context *intel,
- void *ptr )
-{
- intel_texture_invalidate( (struct intel_texture_object *) ptr );
-}
-#endif
-
-/*
+/**
+ * At rendering-from-a-texture time, make sure that the texture object has a
+ * miptree that can hold the entire texture based on
+ * BaseLevel/MaxLevel/filtering, and copy in any texture images that are
+ * stored in other miptrees.
*/
-GLuint intel_finalize_mipmap_tree( struct intel_context *intel,
- struct gl_texture_object *tObj )
+void
+intel_finalize_mipmap_tree(struct brw_context *brw, GLuint unit)
{
+ struct gl_context *ctx = &brw->ctx;
+ struct gl_texture_object *tObj = ctx->Texture.Unit[unit]._Current;
struct intel_texture_object *intelObj = intel_texture_object(tObj);
+ struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit);
GLuint face, i;
GLuint nr_faces = 0;
- struct gl_texture_image *firstImage;
- GLuint cpp = 0;
-
- if( tObj == intel->frame_buffer_texobj )
- return GL_FALSE;
-
- /* We know/require this is true by now:
- */
- assert(intelObj->base._Complete);
+ struct intel_texture_image *firstImage;
+ int width, height, depth;
+
+ /* TBOs require no validation -- they always just point to their BO. */
+ if (tObj->Target == GL_TEXTURE_BUFFER)
+ return;
- /* What levels must the tree include at a minimum?
+ /* 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->dirty) {
- intel_calculate_first_last_level( intelObj );
-/* intel_miptree_destroy(intel, intelObj->mt); */
-/* intelObj->mt = NULL; */
- }
+ assert(intelObj->base._BaseComplete);
+
+ intel_update_max_level(intelObj, sampler);
- firstImage = intelObj->base.Image[0][intelObj->firstLevel];
+ /* What levels does this validated texture image require? */
+ int validate_first_level = tObj->BaseLevel;
+ int validate_last_level = intelObj->_MaxLevel;
- /* Fallback case:
+ /* Skip the loop over images in the common case of no images having
+ * changed. But if the GL_BASE_LEVEL or GL_MAX_LEVEL change to something we
+ * haven't looked at, then we do need to look at those new images.
*/
- if (firstImage->Border) {
- if (intelObj->mt) {
- intel_miptree_destroy(intel, intelObj->mt);
- intelObj->mt = NULL;
- /* Set all images dirty:
- */
- intel_texture_invalidate(intelObj);
- }
- return GL_FALSE;
+ if (!intelObj->needs_validate &&
+ validate_first_level >= intelObj->validated_first_level &&
+ validate_last_level <= intelObj->validated_last_level) {
+ return;
}
+ /* 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 || brw->gen < 6);
+ firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]);
- if (firstImage->IsCompressed) {
- cpp = intel_compressed_num_bytes(firstImage->TexFormat->MesaFormat);
- } else {
- cpp = firstImage->TexFormat->TexelBytes;
- }
-
/* Check tree can hold all active levels. Check tree matches
* target, imageFormat, etc.
*/
if (intelObj->mt &&
- (intelObj->mt->target != intelObj->base.Target ||
- intelObj->mt->internal_format != firstImage->InternalFormat ||
- intelObj->mt->first_level != intelObj->firstLevel ||
- intelObj->mt->last_level != intelObj->lastLevel ||
- intelObj->mt->width0 != firstImage->Width ||
- intelObj->mt->height0 != firstImage->Height ||
- intelObj->mt->depth0 != firstImage->Depth ||
- intelObj->mt->cpp != cpp ||
- intelObj->mt->compressed != firstImage->IsCompressed))
- {
- intel_miptree_destroy(intel, intelObj->mt);
- intelObj->mt = NULL;
-
- /* Set all images dirty:
- */
- intel_texture_invalidate(intelObj);
+ (!intel_miptree_match_image(intelObj->mt, &firstImage->base.Base) ||
+ validate_first_level < intelObj->mt->first_level ||
+ validate_last_level > intelObj->mt->last_level)) {
+ intel_miptree_release(&intelObj->mt);
}
-
+
/* May need to create a new tree:
*/
if (!intelObj->mt) {
- intelObj->mt = intel_miptree_create(intel,
- intelObj->base.Target,
- firstImage->InternalFormat,
- intelObj->firstLevel,
- intelObj->lastLevel,
- firstImage->Width,
- firstImage->Height,
- firstImage->Depth,
- cpp,
- firstImage->IsCompressed);
-#if 0
- /* Tell the buffer manager that we will manage the backing
- * store, but we still want it to do fencing for us.
- */
- bmBufferSetInvalidateCB(intel,
- intelObj->mt->region->buffer,
- intel_texture_invalidate_cb,
- intelObj,
- GL_FALSE);
-#endif
+ 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,
+ 0, /* first_level */
+ validate_last_level,
+ width,
+ height,
+ depth,
+ 0 /* num_samples */,
+ layout_flags);
+ if (!intelObj->mt)
+ return;
}
/* Pull in any images not in the object's tree:
*/
- if (intelObj->dirty) {
- nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
- for (face = 0; face < nr_faces; face++) {
- if (intelObj->dirty_images[face]) {
- for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) {
- struct gl_texture_image *texImage = intelObj->base.Image[face][i];
-
- /* Need to import images in main memory or held in other trees.
- */
- if (intelObj->dirty_images[face] & (1<<i) &&
- texImage) {
+ nr_faces = _mesa_num_tex_faces(intelObj->base.Target);
+ for (face = 0; face < nr_faces; face++) {
+ for (i = validate_first_level; i <= validate_last_level; i++) {
+ struct intel_texture_image *intelImage =
+ intel_texture_image(intelObj->base.Image[face][i]);
+ /* skip too small size mipmap */
+ if (intelImage == NULL)
+ break;
+
+ if (intelObj->mt != intelImage->mt) {
+ intel_miptree_copy_teximage(brw, intelImage, intelObj->mt,
+ false /* invalidate */);
+ }
+
+ /* After we're done, we'd better agree that our layout is
+ * appropriate, or we'll end up hitting this function again on the
+ * next draw
+ */
+ assert(intel_miptree_match_image(intelObj->mt, &intelImage->base.Base));
+ }
+ }
- if (INTEL_DEBUG & DEBUG_TEXTURE)
- _mesa_printf("copy data from image %d (%p) into object miptree\n",
- i,
- texImage->Data);
+ intelObj->validated_first_level = validate_first_level;
+ intelObj->validated_last_level = validate_last_level;
+ intelObj->_Format = intelObj->mt->format;
+ intelObj->needs_validate = false;
+}
- if (!copy_image_data_to_tree(intel,
- intelObj,
- texImage,
- face,
- i))
- return GL_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;
- }
- }
- }
- }
+ for (int unit = 0; unit <= max_enabled_unit; unit++) {
+ struct gl_texture_unit *tex_unit = &ctx->Texture.Unit[unit];
- /* Only clear the dirty flags if everything went ok:
- */
- for (face = 0; face < nr_faces; face++) {
- intelObj->dirty_images[face] = 0;
+ if (tex_unit->_Current) {
+ intel_finalize_mipmap_tree(brw, unit);
}
-
- intelObj->dirty = 0;
}
-
- return GL_TRUE;
}