}
}
-struct intel_mipmap_tree *
-intel_miptree_create(struct intel_context *intel,
- GLenum target,
- GLenum internal_format,
- GLuint first_level,
- GLuint last_level,
- GLuint width0,
- GLuint height0,
- GLuint depth0,
- GLuint cpp,
- GLuint compress_byte)
+static struct intel_mipmap_tree *
+intel_miptree_create_internal(struct intel_context *intel,
+ GLenum target,
+ GLenum internal_format,
+ GLuint first_level,
+ GLuint last_level,
+ GLuint width0,
+ GLuint height0,
+ GLuint depth0, GLuint cpp, GLuint compress_byte)
{
GLboolean ok;
struct intel_mipmap_tree *mt = calloc(sizeof(*mt), 1);
mt->cpp = compress_byte ? compress_byte : cpp;
mt->compressed = compress_byte ? 1 : 0;
mt->refcount = 1;
+ mt->pitch = 0;
#ifdef I915
if (IS_945(intel->intelScreen->deviceID))
- ok = i945_miptree_layout(mt);
+ ok = i945_miptree_layout(intel, mt);
else
- ok = i915_miptree_layout(mt);
+ ok = i915_miptree_layout(intel, mt);
#else
- ok = brw_miptree_layout(mt);
+ ok = brw_miptree_layout(intel, mt);
#endif
- if (ok) {
-#ifdef I915
- if (!mt->compressed) {
- int align;
-
- if (intel->ttm) {
- /* XXX: Align pitch to multiple of 64 bytes for now to allow
- * render-to-texture to work in all cases. This should probably be
- * replaced at some point by some scheme to only do this when really
- * necessary.
- */
- align = 63;
- } else {
- align = 3;
- }
-
- mt->pitch = (mt->pitch * cpp + align) & ~align;
-
- /* XXX: At least the i915 seems very upset when the pitch is a multiple
- * of 1024 and sometimes 512 bytes - performance can drop by several
- * times. Go to the next multiple of the required alignment for now.
- */
- if (!(mt->pitch & 511))
- mt->pitch += align + 1;
+ if (!ok) {
+ free(mt);
+ return NULL;
+ }
- mt->pitch /= cpp;
- }
-#endif /* I915 */
+ return mt;
+}
- mt->region = intel_region_alloc(intel,
- mt->cpp, mt->pitch, mt->total_height);
- }
+struct intel_mipmap_tree *
+intel_miptree_create(struct intel_context *intel,
+ GLenum target,
+ GLenum internal_format,
+ GLuint first_level,
+ GLuint last_level,
+ GLuint width0,
+ GLuint height0,
+ GLuint depth0, GLuint cpp, GLuint compress_byte)
+{
+ struct intel_mipmap_tree *mt;
+
+ mt = intel_miptree_create_internal(intel, target, internal_format,
+ first_level, last_level, width0,
+ height0, depth0, cpp, compress_byte);
+ /*
+ * pitch == 0 indicates the null texture
+ */
+ if (!mt || !mt->pitch)
+ return NULL;
+
+ mt->region = intel_region_alloc(intel,
+ mt->cpp,
+ mt->pitch,
+ mt->total_height,
+ mt->pitch);
if (!mt->region) {
+ free(mt);
+ return NULL;
+ }
+
+ return mt;
+}
+
+struct intel_mipmap_tree *
+intel_miptree_create_for_region(struct intel_context *intel,
+ GLenum target,
+ GLenum internal_format,
+ GLuint first_level,
+ GLuint last_level,
+ struct intel_region *region,
+ GLuint depth0,
+ GLuint compress_byte)
+{
+ struct intel_mipmap_tree *mt;
+
+ mt = intel_miptree_create_internal(intel, target, internal_format,
+ first_level, last_level,
+ region->width, region->height, 1,
+ region->cpp, compress_byte);
+ if (!mt)
+ return mt;
+#if 0
+ if (mt->pitch != region->pitch) {
+ fprintf(stderr,
+ "region pitch (%d) doesn't match mipmap tree pitch (%d)\n",
+ region->pitch, mt->pitch);
free(mt);
return NULL;
}
+#else
+ /* The mipmap tree pitch is aligned to 64 bytes to make sure render
+ * to texture works, but we don't need that for texturing from a
+ * pixmap. Just override it here. */
+ mt->pitch = region->pitch;
+#endif
+
+ mt->region = region;
return mt;
-}
+ }
+/**
+ * intel_miptree_pitch_align:
+ *
+ * @intel: intel context pointer
+ *
+ * @mt: the miptree to compute pitch alignment for
+ *
+ * @pitch: the natural pitch value
+ *
+ * Given @pitch, compute a larger value which accounts for
+ * any necessary alignment required by the device
+ */
+
+int intel_miptree_pitch_align (struct intel_context *intel,
+ struct intel_mipmap_tree *mt,
+ int pitch)
+{
+#ifdef I915
+ GLcontext *ctx = &intel->ctx;
+#endif
+
+ if (!mt->compressed) {
+ int pitch_align;
+
+ if (intel->ttm) {
+ /* XXX: Align pitch to multiple of 64 bytes for now to allow
+ * render-to-texture to work in all cases. This should probably be
+ * replaced at some point by some scheme to only do this when really
+ * necessary.
+ */
+ pitch_align = 64;
+ } else {
+ pitch_align = 4;
+ }
+
+ pitch = ALIGN(pitch * mt->cpp, pitch_align);
+
+#ifdef I915
+ /* XXX: At least the i915 seems very upset when the pitch is a multiple
+ * of 1024 and sometimes 512 bytes - performance can drop by several
+ * times. Go to the next multiple of the required alignment for now.
+ */
+ if (!(pitch & 511) &&
+ (pitch + pitch_align) < (1 << ctx->Const.MaxTextureLevels))
+ pitch += pitch_align;
+#endif
+
+ pitch /= mt->cpp;
+ }
+ return pitch;
+}
void
intel_miptree_reference(struct intel_mipmap_tree **dst,
{
/* Images with borders are never pulled into mipmap trees.
*/
- if (image->Border)
+ if (image->Border ||
+ ((image->_BaseFormat == GL_DEPTH_COMPONENT) &&
+ ((image->TexObject->WrapS == GL_CLAMP_TO_BORDER) ||
+ (image->TexObject->WrapT == GL_CLAMP_TO_BORDER))))
return GL_FALSE;
if (image->InternalFormat != mt->internal_format ||
image->IsCompressed != mt->compressed)
return GL_FALSE;
+ if (!image->IsCompressed &&
+ !mt->compressed &&
+ image->TexFormat->TexelBytes != mt->cpp)
+ return GL_FALSE;
+
/* Test image dimensions against the base level image adjusted for
* minification. This will also catch images not present in the
* tree, changed targets, etc.
assert(img < mt->level[level].nr_images);
- mt->level[level].image_offset[img] = (x + y * mt->pitch);
+ mt->level[level].image_offset[img] = (x + y * mt->pitch) * mt->cpp;
DBG("%s level %d img %d pos %d,%d image_offset %x\n",
__FUNCTION__, level, img, x, y, mt->level[level].image_offset[img]);
{
if (mt->target == GL_TEXTURE_CUBE_MAP_ARB)
return (mt->level[level].level_offset +
- mt->level[level].image_offset[face] * mt->cpp);
+ mt->level[level].image_offset[face]);
else
return mt->level[level].level_offset;
}
* Map a teximage in a mipmap tree.
* \param row_stride returns row stride in bytes
* \param image_stride returns image stride in bytes (for 3D textures).
+ * \param image_offsets pointer to array of pixel offsets from the returned
+ * pointer to each depth image
* \return address of mapping
*/
GLubyte *
if (row_stride)
*row_stride = mt->pitch * mt->cpp;
- if (image_offsets)
- memcpy(image_offsets, mt->level[level].image_offset,
- mt->level[level].depth * sizeof(GLuint));
+ if (mt->target == GL_TEXTURE_3D) {
+ int i;
+
+ for (i = 0; i < mt->level[level].depth; i++)
+ image_offsets[i] = mt->level[level].image_offset[i] / mt->cpp;
+ } else {
+ assert(mt->level[level].depth == 1);
+ assert(mt->target == GL_TEXTURE_CUBE_MAP ||
+ mt->level[level].image_offset[0] == 0);
+ image_offsets[0] = 0;
+ }
return (intel_region_map(intel, mt->region) +
intel_miptree_image_offset(mt, face, level));
GLuint i;
GLuint height = 0;
- DBG("%s\n", __FUNCTION__);
+ DBG("%s: %d/%d\n", __FUNCTION__, face, level);
for (i = 0; i < depth; i++) {
height = dst->level[level].height;
if(dst->compressed)
- height /= 4;
+ height = (height + 3) / 4;
intel_region_data(intel,
dst->region,
dst_offset + dst_depth_offset[i], /* dst_offset */