+/*
+ * 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, 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 "main/mtypes.h"
#include "main/macros.h"
#include "main/samplerobj.h"
+#include "main/teximage.h"
#include "main/texobj.h"
#include "brw_context.h"
#include "intel_mipmap_tree.h"
-#include "intel_blit.h"
#include "intel_tex.h"
#define FILE_DEBUG_FLAG DEBUG_TEXTURE
/**
- * When validating, we only care about the texture images that could
- * be seen, so for non-mipmapped modes we want to ignore everything
- * but BaseLevel.
+ * 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_update_max_level(struct intel_texture_object *intelObj,
+intel_update_max_level(struct gl_texture_object *tObj,
struct gl_sampler_object *sampler)
{
- struct gl_texture_object *tObj = &intelObj->base;
- int maxlevel;
+ struct intel_texture_object *intelObj = intel_texture_object(tObj);
- if (sampler->MinFilter == GL_NEAREST ||
- sampler->MinFilter == GL_LINEAR) {
- maxlevel = tObj->BaseLevel;
+ if (!tObj->_MipmapComplete ||
+ (tObj->_RenderToTexture &&
+ (sampler->MinFilter == GL_NEAREST ||
+ sampler->MinFilter == GL_LINEAR))) {
+ intelObj->_MaxLevel = tObj->BaseLevel;
} else {
- maxlevel = tObj->_MaxLevel;
- }
-
- if (intelObj->_MaxLevel != maxlevel) {
- intelObj->_MaxLevel = maxlevel;
- intelObj->needs_validate = true;
+ intelObj->_MaxLevel = tObj->_MaxLevel;
}
}
-/*
+/**
+ * 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 brw_context *brw, GLuint unit)
+void
+intel_finalize_mipmap_tree(struct brw_context *brw,
+ struct gl_texture_object *tObj)
{
- struct intel_context *intel = &brw->intel;
- struct gl_context *ctx = &intel->ctx;
- struct gl_texture_object *tObj = intel->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 intel_texture_image *firstImage;
/* TBOs require no validation -- they always just point to their BO. */
if (tObj->Target == GL_TEXTURE_BUFFER)
- return true;
+ return;
- /* We know/require this is true by now:
- */
- assert(intelObj->base._BaseComplete);
+ /* What levels does this validated texture image require? */
+ int validate_first_level = tObj->BaseLevel;
+ int validate_last_level = intelObj->_MaxLevel;
- /* What levels must the tree include at a minimum?
+ /* 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.
*/
- intel_update_max_level(intelObj, sampler);
- if (intelObj->mt && intelObj->mt->first_level != tObj->BaseLevel)
- intelObj->needs_validate = true;
+ if (!intelObj->needs_validate &&
+ validate_first_level >= intelObj->validated_first_level &&
+ validate_last_level <= intelObj->validated_last_level) {
+ return;
+ }
- if (!intelObj->needs_validate)
- return true;
+ /* 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->screen->devinfo.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) ||
- intelObj->mt->first_level != tObj->BaseLevel ||
- intelObj->mt->last_level < intelObj->_MaxLevel)) {
+ 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) {
- intel_miptree_get_dimensions_for_image(&firstImage->base.Base,
- &width, &height, &depth);
-
- perf_debug("Creating new %s %dx%dx%d %d..%d miptree to handle finalized "
- "texture miptree.\n",
+ const unsigned level = firstImage->base.Base.Level;
+ intel_get_image_dims(&firstImage->base.Base, &width, &height, &depth);
+ /* Figure out image dimensions at start level. */
+ switch(intelObj->base.Target) {
+ case GL_TEXTURE_2D_MULTISAMPLE:
+ case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
+ case GL_TEXTURE_RECTANGLE:
+ case GL_TEXTURE_EXTERNAL_OES:
+ assert(level == 0);
+ break;
+ case GL_TEXTURE_3D:
+ depth = depth << level;
+ /* Fall through */
+ case GL_TEXTURE_2D:
+ case GL_TEXTURE_2D_ARRAY:
+ case GL_TEXTURE_CUBE_MAP:
+ case GL_TEXTURE_CUBE_MAP_ARRAY:
+ height = height << level;
+ /* Fall through */
+ case GL_TEXTURE_1D:
+ case GL_TEXTURE_1D_ARRAY:
+ width = width << level;
+ break;
+ default:
+ unreachable("Unexpected target");
+ }
+ 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, tObj->BaseLevel, intelObj->_MaxLevel);
+ width, height, depth, validate_last_level + 1);
intelObj->mt = intel_miptree_create(brw,
intelObj->base.Target,
firstImage->base.Base.TexFormat,
- tObj->BaseLevel,
- intelObj->_MaxLevel,
+ 0, /* first_level */
+ validate_last_level,
width,
height,
depth,
- true,
- 0 /* num_samples */,
- INTEL_MIPTREE_TILING_ANY);
+ 1 /* num_samples */,
+ MIPTREE_CREATE_BUSY);
if (!intelObj->mt)
- return false;
+ return;
}
/* Pull in any images not in the object's tree:
*/
nr_faces = _mesa_num_tex_faces(intelObj->base.Target);
for (face = 0; face < nr_faces; face++) {
- for (i = tObj->BaseLevel; i <= intelObj->_MaxLevel; i++) {
+ 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 */);
- }
+ if (intelObj->mt != intelImage->mt)
+ intel_miptree_copy_teximage(brw, intelImage, intelObj->mt);
/* After we're done, we'd better agree that our layout is
* appropriate, or we'll end up hitting this function again on the
}
}
+ intelObj->validated_first_level = validate_first_level;
+ intelObj->validated_last_level = validate_last_level;
+ intelObj->_Format = firstImage->base.Base.TexFormat,
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;
+
+ for (int unit = 0; unit <= max_enabled_unit; unit++) {
+ struct gl_texture_object *tex_obj = ctx->Texture.Unit[unit]._Current;
+
+ if (!tex_obj)
+ continue;
- return true;
+ struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit);
+
+ /* We know that this is true by now, and if it wasn't, we might have
+ * mismatched level sizes and the copies would fail.
+ */
+ assert(tex_obj->_BaseComplete);
+
+ intel_update_max_level(tex_obj, sampler);
+ intel_finalize_mipmap_tree(brw, tex_obj);
+ }
}