#include "main/macros.h"
#include "intel_context.h"
-#include "intel_batchbuffer.h"
#include "intel_mipmap_tree.h"
#include "intel_tex.h"
* GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
*/
static void
-intel_calculate_first_last_level(struct intel_texture_object *intelObj)
+intel_calculate_first_last_level(struct intel_context *intel,
+ struct intel_texture_object *intelObj)
{
struct gl_texture_object *tObj = &intelObj->base;
const struct gl_texture_image *const baseImage =
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
+ if (intel->gen == 2) {
+ 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:
/* 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_calculate_first_last_level(intel, intelObj);
+ firstImage = intel_texture_image(tObj->Image[0][intelObj->firstLevel]);
/* Fallback case:
*/
intel_miptree_reference(&intelObj->mt, firstImage->mt);
}
- if (firstImage->base.IsCompressed) {
- comp_byte = intel_compressed_num_bytes(firstImage->base.TexFormat->MesaFormat);
+ if (_mesa_is_format_compressed(firstImage->base.TexFormat)) {
+ comp_byte = intel_compressed_num_bytes(firstImage->base.TexFormat);
cpp = comp_byte;
}
- else cpp = firstImage->base.TexFormat->TexelBytes;
+ else
+ cpp = _mesa_get_format_bytes(firstImage->base.TexFormat);
/* Check tree can hold all active levels. Check tree matches
* target, imageFormat, etc.
intelObj->mt->height0 != firstImage->base.Height ||
intelObj->mt->depth0 != firstImage->base.Depth ||
intelObj->mt->cpp != cpp ||
- intelObj->mt->compressed != firstImage->base.IsCompressed)) {
+ intelObj->mt->compressed != _mesa_is_format_compressed(firstImage->base.TexFormat))) {
intel_miptree_release(intel, &intelObj->mt);
}
if (!intelObj->mt) {
intelObj->mt = intel_miptree_create(intel,
intelObj->base.Target,
+ firstImage->base._BaseFormat,
firstImage->base.InternalFormat,
intelObj->firstLevel,
intelObj->lastLevel,
firstImage->base.Height,
firstImage->base.Depth,
cpp,
- comp_byte);
+ comp_byte,
+ GL_TRUE);
}
/* Pull in any images not in the object's tree:
intel_texture_image(intelObj->base.Image[face][i]);
/* 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);
}
}
struct intel_texture_image *intelImage =
intel_texture_image(intelObj->base.Image[face][level]);
- if (intelImage->mt) {
+ if (intelImage && intelImage->mt) {
intelImage->base.Data =
intel_miptree_image_map(intel,
intelImage->mt,
struct intel_texture_image *intelImage =
intel_texture_image(intelObj->base.Image[face][level]);
- if (intelImage->mt) {
+ if (intelImage && intelImage->mt) {
intel_miptree_image_unmap(intel, intelImage->mt);
intelImage->base.Data = NULL;
}