#include "main/mtypes.h"
#include "main/macros.h"
+#include "main/samplerobj.h"
+#include "main/texobj.h"
#include "intel_context.h"
-#include "intel_batchbuffer.h"
#include "intel_mipmap_tree.h"
+#include "intel_blit.h"
#include "intel_tex.h"
-#include "intel_chipset.h"
+#include "intel_tex_layout.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_context *intel,
- struct intel_texture_object *intelObj)
+intel_update_max_level(struct intel_texture_object *intelObj,
+ struct gl_sampler_object *sampler)
{
struct gl_texture_object *tObj = &intelObj->base;
- const struct gl_texture_image *const baseImage =
- tObj->Image[0][tObj->BaseLevel];
+ int maxlevel;
- /* 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 {
- if (!IS_9XX(intel->intelScreen->deviceID)) {
- 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 {
- /* Min/max LOD are taken into account in sampler state. We don't
- * want to re-layout textures just because clamping has been applied
- * since it means a bunch of blitting around and probably no memory
- * savings (since we have to keep the other levels around anyway).
- */
- firstLevel = tObj->BaseLevel;
- lastLevel = MIN2(tObj->BaseLevel + baseImage->MaxLog2,
- tObj->MaxLevel);
- /* need at least one level */
- lastLevel = MAX2(firstLevel, lastLevel);
- }
- }
- break;
- case GL_TEXTURE_RECTANGLE_NV:
- case GL_TEXTURE_4D_SGIS:
- firstLevel = lastLevel = 0;
- break;
- default:
- return;
- }
-
- /* save these values */
- intelObj->firstLevel = firstLevel;
- intelObj->lastLevel = lastLevel;
-}
-
-/**
- * Copies the image's contents at its level into the object's miptree,
- * and updates the image to point at the object's miptree.
- */
-static void
-copy_image_data_to_tree(struct intel_context *intel,
- struct intel_texture_object *intelObj,
- struct intel_texture_image *intelImage)
-{
- if (intelImage->mt) {
- /* Copy potentially with the blitter:
- */
- intel_miptree_image_copy(intel,
- intelObj->mt,
- intelImage->face,
- intelImage->level, intelImage->mt);
-
- intel_miptree_release(intel, &intelImage->mt);
+ if (sampler->MinFilter == GL_NEAREST ||
+ sampler->MinFilter == GL_LINEAR) {
+ maxlevel = tObj->BaseLevel;
+ } else {
+ maxlevel = tObj->_MaxLevel;
}
- else {
- assert(intelImage->base.Data != NULL);
- /* More straightforward upload.
- */
- intel_miptree_image_data(intel,
- intelObj->mt,
- intelImage->face,
- intelImage->level,
- intelImage->base.Data,
- intelImage->base.RowStride,
- intelImage->base.RowStride *
- intelImage->base.Height);
- _mesa_align_free(intelImage->base.Data);
- intelImage->base.Data = NULL;
+ if (intelObj->_MaxLevel != maxlevel) {
+ intelObj->_MaxLevel = maxlevel;
+ intelObj->needs_validate = true;
}
-
- intel_miptree_reference(&intelImage->mt, intelObj->mt);
}
-
/*
*/
GLuint
intel_finalize_mipmap_tree(struct intel_context *intel, GLuint unit)
{
+ 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);
- int comp_byte = 0;
- int cpp;
+ 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/require this is true by now:
*/
- assert(intelObj->base._Complete);
+ assert(intelObj->base._BaseComplete);
/* What levels must the tree include at a minimum?
*/
- intel_calculate_first_last_level(intel, intelObj);
- firstImage =
- intel_texture_image(intelObj->base.Image[0][intelObj->firstLevel]);
-
- /* Fallback case:
- */
- if (firstImage->base.Border) {
- if (intelObj->mt) {
- intel_miptree_release(intel, &intelObj->mt);
- }
- return GL_FALSE;
- }
-
-
- /* If both firstImage and intelObj have a tree which can contain
- * all active images, favour firstImage. Note that because of the
- * completeness requirement, we know that the image dimensions
- * will match.
- */
- if (firstImage->mt &&
- firstImage->mt != intelObj->mt &&
- firstImage->mt->first_level <= intelObj->firstLevel &&
- firstImage->mt->last_level >= intelObj->lastLevel) {
+ intel_update_max_level(intelObj, sampler);
+ if (intelObj->mt && intelObj->mt->first_level != tObj->BaseLevel)
+ intelObj->needs_validate = true;
- if (intelObj->mt)
- intel_miptree_release(intel, &intelObj->mt);
+ if (!intelObj->needs_validate)
+ return true;
- intel_miptree_reference(&intelObj->mt, firstImage->mt);
- }
-
- if (_mesa_is_format_compressed(firstImage->base.TexFormat)) {
- comp_byte = intel_compressed_num_bytes(firstImage->base.TexFormat);
- cpp = comp_byte;
- }
- else
- cpp = _mesa_get_format_bytes(firstImage->base.TexFormat);
+ firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]);
/* Check tree can hold all active levels. Check tree matches
* target, imageFormat, etc.
- *
- * XXX: For some layouts (eg i945?), the test might have to be
- * first_level == firstLevel, as the tree isn't valid except at the
- * original start level. Hope to get around this by
- * programming minLod, maxLod, baseLevel into the hardware and
- * leaving the tree alone.
+ *
+ * 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 &&
- (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->width0 != firstImage->base.Width ||
- intelObj->mt->height0 != firstImage->base.Height ||
- intelObj->mt->depth0 != firstImage->base.Depth ||
- intelObj->mt->cpp != cpp ||
- intelObj->mt->compressed != _mesa_is_format_compressed(firstImage->base.TexFormat))) {
- intel_miptree_release(intel, &intelObj->mt);
+ (!intel_miptree_match_image(intelObj->mt, &firstImage->base.Base) ||
+ intelObj->mt->first_level != tObj->BaseLevel ||
+ intelObj->mt->last_level < intelObj->_MaxLevel)) {
+ 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",
+ _mesa_get_format_name(firstImage->base.Base.TexFormat),
+ width, height, depth, tObj->BaseLevel, intelObj->_MaxLevel);
+
intelObj->mt = intel_miptree_create(intel,
intelObj->base.Target,
- firstImage->base._BaseFormat,
- firstImage->base.InternalFormat,
- intelObj->firstLevel,
- intelObj->lastLevel,
- firstImage->base.Width,
- firstImage->base.Height,
- firstImage->base.Depth,
- cpp,
- comp_byte,
- GL_TRUE);
+ firstImage->base.Base.TexFormat,
+ tObj->BaseLevel,
+ intelObj->_MaxLevel,
+ width,
+ height,
+ depth,
+ true,
+ 0 /* num_samples */,
+ false /* force_y_tiling */);
+ if (!intelObj->mt)
+ return false;
}
/* Pull in any images not in the object's tree:
*/
- nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
+ nr_faces = _mesa_num_tex_faces(intelObj->base.Target);
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]);
+ /* skip too small size mipmap */
+ if (intelImage == NULL)
+ break;
- /* Need to import images in main memory or held in other trees.
- */
if (intelObj->mt != intelImage->mt) {
- copy_image_data_to_tree(intel, intelObj, intelImage);
+ intel_miptree_copy_teximage(intel, intelImage, intelObj->mt,
+ false /* invalidate */);
}
- }
- }
-
- return GL_TRUE;
-}
-void
-intel_tex_map_level_images(struct intel_context *intel,
- struct intel_texture_object *intelObj,
- int level)
-{
- GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
- GLuint face;
-
- for (face = 0; face < nr_faces; face++) {
- struct intel_texture_image *intelImage =
- intel_texture_image(intelObj->base.Image[face][level]);
-
- if (intelImage && intelImage->mt) {
- intelImage->base.Data =
- intel_miptree_image_map(intel,
- intelImage->mt,
- intelImage->face,
- intelImage->level,
- &intelImage->base.RowStride,
- intelImage->base.ImageOffsets);
- /* convert stride to texels, not bytes */
- intelImage->base.RowStride /= intelImage->mt->cpp;
- /* intelImage->base.ImageStride /= intelImage->mt->cpp; */
- }
- }
-}
-
-void
-intel_tex_unmap_level_images(struct intel_context *intel,
- struct intel_texture_object *intelObj,
- int level)
-{
- GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
- GLuint face;
-
- for (face = 0; face < nr_faces; face++) {
- struct intel_texture_image *intelImage =
- intel_texture_image(intelObj->base.Image[face][level]);
-
- if (intelImage && intelImage->mt) {
- intel_miptree_image_unmap(intel, intelImage->mt);
- intelImage->base.Data = NULL;
+ /* 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));
}
}
-}
-void
-intel_tex_map_images(struct intel_context *intel,
- struct intel_texture_object *intelObj)
-{
- int i;
-
- DBG("%s\n", __FUNCTION__);
-
- for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++)
- intel_tex_map_level_images(intel, intelObj, i);
-}
-
-void
-intel_tex_unmap_images(struct intel_context *intel,
- struct intel_texture_object *intelObj)
-{
- int i;
+ intelObj->needs_validate = false;
- for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++)
- intel_tex_unmap_level_images(intel, intelObj, i);
+ return true;
}