--- /dev/null
+/*
+ * 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/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
+
+/**
+ * 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,
+ struct gl_sampler_object *sampler)
+{
+ struct gl_texture_object *tObj = &intelObj->base;
+
+ if (!tObj->_MipmapComplete ||
+ (tObj->_RenderToTexture &&
+ (sampler->MinFilter == GL_NEAREST ||
+ sampler->MinFilter == GL_LINEAR))) {
+ intelObj->_MaxLevel = tObj->BaseLevel;
+ } else {
+ 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)
+{
+ 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 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 true;
+
+ /* 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(intelObj->base._BaseComplete);
+
+ intel_update_max_level(intelObj, sampler);
+
+ /* What levels does this validated texture image require? */
+ int validate_first_level = tObj->BaseLevel;
+ int validate_last_level = intelObj->_MaxLevel;
+
+ /* 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 (!intelObj->needs_validate &&
+ validate_first_level >= intelObj->validated_first_level &&
+ validate_last_level <= intelObj->validated_last_level) {
+ 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->gen < 6);
+
+ firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]);
+
+ /* Check tree can hold all active levels. Check tree matches
+ * target, imageFormat, etc.
+ */
+ if (intelObj->mt &&
+ (!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) {
+ intel_miptree_get_dimensions_for_image(&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 false;
+ }
+
+ /* 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 = 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));
+ }
+ }
+
+ intelObj->validated_first_level = validate_first_level;
+ intelObj->validated_last_level = validate_last_level;
+ intelObj->_Format = intelObj->mt->format;
+ intelObj->needs_validate = false;
+
+ return true;
+}