#include "main/macros.h"
#include "intel_context.h"
-#include "intel_batchbuffer.h"
#include "intel_mipmap_tree.h"
#include "intel_tex.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.
+ * 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.
*/
static void
-intel_calculate_first_last_level(struct intel_texture_object *intelObj)
+intel_update_max_level(struct intel_context *intel,
+ struct intel_texture_object *intelObj)
{
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 {
-#ifdef I915
- firstLevel = tObj->BaseLevel + (GLint) (tObj->MinLod + 0.5);
- firstLevel = MAX2(firstLevel, tObj->BaseLevel);
- firstLevel = MIN2(firstLevel, tObj->BaseLevel + baseImage->MaxLog2);
- lastLevel = tObj->BaseLevel + (GLint) (tObj->MaxLod + 0.5);
- lastLevel = MAX2(lastLevel, tObj->BaseLevel);
- lastLevel = MIN2(lastLevel, tObj->BaseLevel + baseImage->MaxLog2);
- lastLevel = MIN2(lastLevel, tObj->MaxLevel);
- lastLevel = MAX2(firstLevel, lastLevel); /* need at least one level */
-#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 */
-#endif
- }
- break;
- case GL_TEXTURE_RECTANGLE_NV:
- case GL_TEXTURE_4D_SGIS:
- firstLevel = lastLevel = 0;
- break;
- default:
- return;
+ if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
+ intelObj->_MaxLevel = tObj->BaseLevel;
+ } else {
+ intelObj->_MaxLevel = tObj->_MaxLevel;
}
-
- /* save these values */
- intelObj->firstLevel = firstLevel;
- intelObj->lastLevel = lastLevel;
}
/**
/* What levels must the tree include at a minimum?
*/
- intel_calculate_first_last_level(intelObj);
- firstImage =
- intel_texture_image(intelObj->base.Image[0][intelObj->firstLevel]);
+ intel_update_max_level(intel, intelObj);
+ firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]);
/* Fallback case:
*/
*/
if (firstImage->mt &&
firstImage->mt != intelObj->mt &&
- firstImage->mt->first_level <= intelObj->firstLevel &&
- firstImage->mt->last_level >= intelObj->lastLevel) {
+ firstImage->mt->first_level <= tObj->BaseLevel &&
+ firstImage->mt->last_level >= intelObj->_MaxLevel) {
if (intelObj->mt)
intel_miptree_release(intel, &intelObj->mt);
if (intelObj->mt &&
(intelObj->mt->target != intelObj->base.Target ||
intelObj->mt->internal_format != firstImage->base.InternalFormat ||
- intelObj->mt->first_level != intelObj->firstLevel ||
- intelObj->mt->last_level != intelObj->lastLevel ||
+ intelObj->mt->first_level != tObj->BaseLevel ||
+ intelObj->mt->last_level != intelObj->_MaxLevel ||
intelObj->mt->width0 != firstImage->base.Width ||
intelObj->mt->height0 != firstImage->base.Height ||
intelObj->mt->depth0 != firstImage->base.Depth ||
intelObj->base.Target,
firstImage->base._BaseFormat,
firstImage->base.InternalFormat,
- intelObj->firstLevel,
- intelObj->lastLevel,
+ tObj->BaseLevel,
+ intelObj->_MaxLevel,
firstImage->base.Width,
firstImage->base.Height,
firstImage->base.Depth,
*/
nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
for (face = 0; face < nr_faces; face++) {
- for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) {
+ for (i = tObj->BaseLevel; i <= intelObj->_MaxLevel; i++) {
struct intel_texture_image *intelImage =
intel_texture_image(intelObj->base.Image[face][i]);
-
- /* Need to import images in main memory or held in other trees.
+ /* skip too small size mipmap */
+ if (intelImage == NULL)
+ break;
+ /* Need to import images in main memory or held in other trees.
+ * If it's a render target, then its data isn't needed to be in
+ * the object tree (otherwise we'd be FBO incomplete), and we need
+ * to keep track of the image's MT as needing to be pulled in still,
+ * or we'll lose the rendering that's done to it.
*/
- if (intelObj->mt != intelImage->mt) {
+ if (intelObj->mt != intelImage->mt &&
+ !intelImage->used_as_render_target) {
copy_image_data_to_tree(intel, intelObj, intelImage);
}
}
DBG("%s\n", __FUNCTION__);
- for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++)
+ for (i = intelObj->base.BaseLevel; i <= intelObj->_MaxLevel; i++)
intel_tex_map_level_images(intel, intelObj, i);
}
{
int i;
- for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++)
+ for (i = intelObj->base.BaseLevel; i <= intelObj->_MaxLevel; i++)
intel_tex_unmap_level_images(intel, intelObj, i);
}