#include "intel_context.h"
#include "intel_mipmap_tree.h"
#include "intel_tex.h"
+#include "intel_fbo.h"
#define FILE_DEBUG_FLAG DEBUG_TEXTURE
(void) ctx;
DBG("%s\n", __FUNCTION__);
+
+ if (obj == NULL)
+ return NULL;
+
_mesa_initialize_texture_object(&obj->base, name, target);
+ obj->needs_validate = true;
+
return &obj->base;
}
_mesa_delete_texture_object(ctx, texObj);
}
+static GLboolean
+intel_alloc_texture_image_buffer(struct gl_context *ctx,
+ struct gl_texture_image *image)
+{
+ struct intel_context *intel = intel_context(ctx);
+ struct intel_texture_image *intel_image = intel_texture_image(image);
+ struct gl_texture_object *texobj = image->TexObject;
+ struct intel_texture_object *intel_texobj = intel_texture_object(texobj);
+
+ assert(image->Border == 0);
+
+ /* Quantize sample count */
+ if (image->NumSamples) {
+ image->NumSamples = intel_quantize_num_samples(intel->intelScreen, image->NumSamples);
+ if (!image->NumSamples)
+ return false;
+ }
+
+ /* Because the driver uses AllocTextureImageBuffer() internally, it may end
+ * up mismatched with FreeTextureImageBuffer(), but that is safe to call
+ * multiple times.
+ */
+ ctx->Driver.FreeTextureImageBuffer(ctx, image);
+
+ if (!_swrast_init_texture_image(image))
+ return false;
+
+ if (intel_texobj->mt &&
+ intel_miptree_match_image(intel_texobj->mt, image)) {
+ intel_miptree_reference(&intel_image->mt, intel_texobj->mt);
+ DBG("%s: alloc obj %p level %d %dx%dx%d using object's miptree %p\n",
+ __FUNCTION__, texobj, image->Level,
+ image->Width, image->Height, image->Depth, intel_texobj->mt);
+ } else {
+ intel_image->mt = intel_miptree_create_for_teximage(intel, intel_texobj,
+ intel_image,
+ false);
+
+ /* Even if the object currently has a mipmap tree associated
+ * with it, this one is a more likely candidate to represent the
+ * whole object since our level didn't fit what was there
+ * before, and any lower levels would fit into our miptree.
+ */
+ intel_miptree_reference(&intel_texobj->mt, intel_image->mt);
+
+ DBG("%s: alloc obj %p level %d %dx%dx%d using new miptree %p\n",
+ __FUNCTION__, texobj, image->Level,
+ image->Width, image->Height, image->Depth, intel_image->mt);
+ }
+
+ intel_texobj->needs_validate = true;
+
+ return true;
+}
static void
intel_free_texture_image_buffer(struct gl_context * ctx,
intel_miptree_release(&intelImage->mt);
- if (texImage->Data) {
- _mesa_free_texmemory(texImage->Data);
- texImage->Data = NULL;
- }
-
- _mesa_reference_renderbuffer(&intelImage->depth_rb, NULL);
- _mesa_reference_renderbuffer(&intelImage->stencil_rb, NULL);
+ _swrast_free_texture_image_buffer(ctx, texImage);
}
/**
* Map texture memory/buffer into user space.
* Note: the region of interest parameters are ignored here.
+ * \param mode bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT
* \param mapOut returns start of mapping of region of interest
* \param rowStrideOut returns row stride in bytes
*/
struct intel_context *intel = intel_context(ctx);
struct intel_texture_image *intel_image = intel_texture_image(tex_image);
struct intel_mipmap_tree *mt = intel_image->mt;
- unsigned int bw, bh;
-
- if (intel_image->stencil_rb) {
- /*
- * The texture has packed depth/stencil format, but uses separate
- * stencil. The texture's embedded stencil buffer contains the real
- * stencil data, so copy that into the miptree.
- */
- intel_tex_image_s8z24_gather(intel, intel_image);
- }
-
- /* For compressed formats, the stride is the number of bytes per
- * row of blocks. intel_miptree_get_image_offset() already does
- * the divide.
- */
- _mesa_get_format_block_size(tex_image->TexFormat, &bw, &bh);
- assert(y % bh == 0);
- y /= bh;
-
- if (likely(mt)) {
- void *base = intel_region_map(intel, mt->region);
- unsigned int image_x, image_y;
- intel_miptree_get_image_offset(mt, tex_image->Level, tex_image->Face,
- slice, &image_x, &image_y);
- x += image_x;
- y += image_y;
+ /* Our texture data is always stored in a miptree. */
+ assert(mt);
- *stride = mt->region->pitch * mt->cpp;
- *map = base + y * *stride + x * mt->cpp;
- } else {
- /* texture data is in malloc'd memory */
- GLuint width = tex_image->Width;
- GLuint height = ALIGN(tex_image->Height, bh) / bh;
- GLuint texelSize = _mesa_get_format_bytes(tex_image->TexFormat);
+ /* Check that our caller wasn't confused about how to map a 1D texture. */
+ assert(tex_image->TexObject->Target != GL_TEXTURE_1D_ARRAY ||
+ h == 1);
- assert(map);
-
- *stride = _mesa_format_row_stride(tex_image->TexFormat, width);
- *map = tex_image->Data + (slice * height + y) * *stride + x * texelSize;
+ /* intel_miptree_map operates on a unified "slice" number that references the
+ * cube face, since it's all just slices to the miptree code.
+ */
+ if (tex_image->TexObject->Target == GL_TEXTURE_CUBE_MAP)
+ slice = tex_image->Face;
- return;
- }
+ intel_miptree_map(intel, mt, tex_image->Level, slice, x, y, w, h, mode,
+ (void **)map, stride);
}
static void
{
struct intel_context *intel = intel_context(ctx);
struct intel_texture_image *intel_image = intel_texture_image(tex_image);
+ struct intel_mipmap_tree *mt = intel_image->mt;
- if (intel_image->mt)
- intel_region_unmap(intel, intel_image->mt->region);
-
- if (intel_image->stencil_rb) {
- /*
- * The texture has packed depth/stencil format, but uses separate
- * stencil. The texture's embedded stencil buffer contains the real
- * stencil data, so copy that into the miptree.
- */
- intel_tex_image_s8z24_scatter(intel, intel_image);
- }
-}
+ if (tex_image->TexObject->Target == GL_TEXTURE_CUBE_MAP)
+ slice = tex_image->Face;
-/**
- * Called via ctx->Driver.GenerateMipmap()
- * This is basically a wrapper for _mesa_meta_GenerateMipmap() which checks
- * if we'll be using software mipmap generation. In that case, we need to
- * map/unmap the base level texture image.
- */
-static void
-intelGenerateMipmap(struct gl_context *ctx, GLenum target,
- struct gl_texture_object *texObj)
-{
- if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) {
- /* sw path: need to map texture images */
- struct intel_context *intel = intel_context(ctx);
- struct intel_texture_object *intelObj = intel_texture_object(texObj);
- struct gl_texture_image *first_image = texObj->Image[0][texObj->BaseLevel];
-
- fallback_debug("%s - fallback to swrast\n", __FUNCTION__);
-
- intel_tex_map_level_images(intel, intelObj, texObj->BaseLevel);
- _mesa_generate_mipmap(ctx, target, texObj);
- intel_tex_unmap_level_images(intel, intelObj, texObj->BaseLevel);
-
- if (!_mesa_is_format_compressed(first_image->TexFormat)) {
- GLuint nr_faces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
- GLuint face, i;
- for (face = 0; face < nr_faces; face++) {
- for (i = texObj->BaseLevel + 1; i < texObj->MaxLevel; i++) {
- struct intel_texture_image *intelImage =
- intel_texture_image(texObj->Image[face][i]);
- if (!intelImage)
- break;
- /* Unreference the miptree to signal that the new Data is a
- * bare pointer from mesa.
- */
- intel_miptree_release(&intelImage->mt);
- }
- }
- }
- }
- else {
- _mesa_meta_GenerateMipmap(ctx, target, texObj);
- }
+ intel_miptree_unmap(intel, mt, tex_image->Level, slice);
}
-
void
intelInitTextureFuncs(struct dd_function_table *functions)
{
- functions->GenerateMipmap = intelGenerateMipmap;
-
functions->NewTextureObject = intelNewTextureObject;
functions->NewTextureImage = intelNewTextureImage;
functions->DeleteTextureImage = intelDeleteTextureImage;
functions->DeleteTexture = intelDeleteTextureObject;
+ functions->AllocTextureImageBuffer = intel_alloc_texture_image_buffer;
functions->FreeTextureImageBuffer = intel_free_texture_image_buffer;
functions->MapTextureImage = intel_map_texture_image;
functions->UnmapTextureImage = intel_unmap_texture_image;