X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fdrivers%2Fdri%2Fi965%2Fintel_tex_validate.c;h=37aa8f43ec9ae59c1b05acccb5cf9e18288decd9;hb=eb3047c094abfa03e071453d7c373e9c2c574370;hp=91ae0970a04f1d43c67b4ed9eff3a35af93196fa;hpb=76dd385fed7fc9b5303fb0b7707a49c5500d7748;p=mesa.git diff --git a/src/mesa/drivers/dri/i965/intel_tex_validate.c b/src/mesa/drivers/dri/i965/intel_tex_validate.c index 91ae0970a04..37aa8f43ec9 100644 --- a/src/mesa/drivers/dri/i965/intel_tex_validate.c +++ b/src/mesa/drivers/dri/i965/intel_tex_validate.c @@ -1,253 +1,221 @@ -/************************************************************************** - * - * Copyright 2006 Tungsten Graphics, Inc., Cedar Park, Texas. - * All Rights Reserved. - * +/* + * Copyright © 2013 Intel Corporation + * * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the - * "Software"), to deal in the Software without restriction, including - * without limitation the rights to use, copy, modify, merge, publish, - * distribute, sub license, and/or sell copies of the Software, and to - * permit persons to whom the Software is furnished to do so, subject to - * the following conditions: - * - * The above copyright notice and this permission notice (including the - * next paragraph) shall be included in all copies or substantial portions - * of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF - * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. - * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR - * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, - * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE - * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - * - **************************************************************************/ - -#include "mtypes.h" -#include "macros.h" - -#include "intel_context.h" + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice (including the next + * paragraph) shall be included in all copies or substantial portions of the + * Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS + * IN THE SOFTWARE. + */ + +#include "main/mtypes.h" +#include "main/macros.h" +#include "main/samplerobj.h" +#include "main/teximage.h" +#include "main/texobj.h" + +#include "brw_context.h" #include "intel_mipmap_tree.h" #include "intel_tex.h" -#include "bufmgr.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. + * Sets our driver-specific variant of tObj->_MaxLevel for later surface state + * upload. + * + * If we're only ensuring that there is storage for the first miplevel of a + * texture, then in texture setup we're going to have to make sure we don't + * allow sampling beyond level 0. */ -static void intel_calculate_first_last_level( struct intel_texture_object *intelObj ) +static void +intel_update_max_level(struct gl_texture_object *tObj, + struct gl_sampler_object *sampler) { - 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; + struct intel_texture_object *intelObj = intel_texture_object(tObj); - /* 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 { - /* 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 */ - } - break; - case GL_TEXTURE_RECTANGLE_NV: - case GL_TEXTURE_4D_SGIS: - firstLevel = lastLevel = 0; - break; - default: - return; + if (!tObj->_MipmapComplete || + (tObj->_RenderToTexture && + (sampler->MinFilter == GL_NEAREST || + sampler->MinFilter == GL_LINEAR))) { + intelObj->_MaxLevel = tObj->BaseLevel; + } else { + intelObj->_MaxLevel = tObj->_MaxLevel; } - - /* save these values */ - intelObj->firstLevel = firstLevel; - intelObj->lastLevel = lastLevel; } -static GLboolean copy_image_data_to_tree( struct intel_context *intel, - struct intel_texture_object *intelObj, - struct gl_texture_image *texImage, - GLuint face, - GLuint level) -{ - return intel_miptree_image_data(intel, - intelObj->mt, - face, - level, - texImage->Data, - texImage->RowStride, - (texImage->RowStride * - texImage->Height * - texImage->TexFormat->TexelBytes)); -} - -static void intel_texture_invalidate( struct intel_texture_object *intelObj ) -{ - GLint nr_faces, face; - intelObj->dirty = ~0; - - nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; - for (face = 0; face < nr_faces; face++) - intelObj->dirty_images[face] = ~0; -} - -static void intel_texture_invalidate_cb( struct intel_context *intel, - void *ptr ) -{ - intel_texture_invalidate( (struct intel_texture_object *) ptr ); -} - - -/* +/** + * At rendering-from-a-texture time, make sure that the texture object has a + * miptree that can hold the entire texture based on + * BaseLevel/MaxLevel/filtering, and copy in any texture images that are + * stored in other miptrees. */ -GLuint intel_finalize_mipmap_tree( struct intel_context *intel, - struct gl_texture_object *tObj ) +void +intel_finalize_mipmap_tree(struct brw_context *brw, + struct gl_texture_object *tObj) { struct intel_texture_object *intelObj = intel_texture_object(tObj); GLuint face, i; GLuint nr_faces = 0; - struct gl_texture_image *firstImage; + struct intel_texture_image *firstImage; + int width, height, depth; - /* We know/require this is true by now: - */ - assert(intelObj->base.Complete); - - /* What levels must the tree include at a minimum? - */ - if (intelObj->dirty) { - intel_calculate_first_last_level( intelObj ); -/* intel_miptree_destroy(intel, intelObj->mt); */ -/* intelObj->mt = NULL; */ - } + /* TBOs require no validation -- they always just point to their BO. */ + if (tObj->Target == GL_TEXTURE_BUFFER) + return; - firstImage = intelObj->base.Image[0][intelObj->firstLevel]; + /* What levels does this validated texture image require? */ + int validate_first_level = tObj->BaseLevel; + int validate_last_level = intelObj->_MaxLevel; - /* Fallback case: + /* Skip the loop over images in the common case of no images having + * changed. But if the GL_BASE_LEVEL or GL_MAX_LEVEL change to something we + * haven't looked at, then we do need to look at those new images. */ - if (firstImage->Border) { - if (intelObj->mt) { - intel_miptree_destroy(intel, intelObj->mt); - intelObj->mt = NULL; - /* Set all images dirty: - */ - intel_texture_invalidate(intelObj); - } - return GL_FALSE; + if (!intelObj->needs_validate && + validate_first_level >= intelObj->validated_first_level && + validate_last_level <= intelObj->validated_last_level) { + return; } + /* On recent generations, immutable textures should not get this far + * -- they should have been created in a validated state, and nothing + * can invalidate them. + * + * Unfortunately, this is not true on pre-Sandybridge hardware -- when + * rendering into an immutable-format depth texture we may have to rebase + * the rendered levels to meet alignment requirements. + * + * FINISHME: Avoid doing this. + */ + assert(!tObj->Immutable || brw->screen->devinfo.gen < 6); + firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]); /* Check tree can hold all active levels. Check tree matches * target, imageFormat, etc. */ if (intelObj->mt && - (intelObj->mt->target != intelObj->base.Target || - intelObj->mt->internal_format != firstImage->InternalFormat || - intelObj->mt->first_level != intelObj->firstLevel || - intelObj->mt->last_level != intelObj->lastLevel || - intelObj->mt->width0 != firstImage->Width || - intelObj->mt->height0 != firstImage->Height || - intelObj->mt->depth0 != firstImage->Depth || - intelObj->mt->cpp != firstImage->TexFormat->TexelBytes || - intelObj->mt->compressed != firstImage->IsCompressed)) - { - intel_miptree_destroy(intel, intelObj->mt); - intelObj->mt = NULL; - - /* Set all images dirty: - */ - intel_texture_invalidate(intelObj); + (!intel_miptree_match_image(intelObj->mt, &firstImage->base.Base) || + validate_first_level < intelObj->mt->first_level || + validate_last_level > intelObj->mt->last_level)) { + intel_miptree_release(&intelObj->mt); } - + /* May need to create a new tree: */ if (!intelObj->mt) { - intelObj->mt = intel_miptree_create(intel, - intelObj->base.Target, - firstImage->InternalFormat, - intelObj->firstLevel, - intelObj->lastLevel, - firstImage->Width, - firstImage->Height, - firstImage->Depth, - firstImage->TexFormat->TexelBytes, - firstImage->IsCompressed); - - /* Tell the buffer manager that we will manage the backing - * store, but we still want it to do fencing for us. - */ - bmBufferSetInvalidateCB(intel, - intelObj->mt->region->buffer, - intel_texture_invalidate_cb, - intelObj, - GL_FALSE); + const unsigned level = firstImage->base.Base.Level; + intel_get_image_dims(&firstImage->base.Base, &width, &height, &depth); + /* Figure out image dimensions at start level. */ + switch(intelObj->base.Target) { + case GL_TEXTURE_2D_MULTISAMPLE: + case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: + case GL_TEXTURE_RECTANGLE: + case GL_TEXTURE_EXTERNAL_OES: + assert(level == 0); + break; + case GL_TEXTURE_3D: + depth = depth << level; + /* Fall through */ + case GL_TEXTURE_2D: + case GL_TEXTURE_2D_ARRAY: + case GL_TEXTURE_CUBE_MAP: + case GL_TEXTURE_CUBE_MAP_ARRAY: + height = height << level; + /* Fall through */ + case GL_TEXTURE_1D: + case GL_TEXTURE_1D_ARRAY: + width = width << level; + break; + default: + unreachable("Unexpected target"); + } + perf_debug("Creating new %s %dx%dx%d %d-level miptree to handle " + "finalized texture miptree.\n", + _mesa_get_format_name(firstImage->base.Base.TexFormat), + width, height, depth, validate_last_level + 1); + + intelObj->mt = intel_miptree_create(brw, + intelObj->base.Target, + firstImage->base.Base.TexFormat, + 0, /* first_level */ + validate_last_level, + width, + height, + depth, + 1 /* num_samples */, + MIPTREE_CREATE_BUSY); + if (!intelObj->mt) + return; } /* Pull in any images not in the object's tree: */ - if (intelObj->dirty) { - nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; - for (face = 0; face < nr_faces; face++) { - if (intelObj->dirty_images[face]) { - for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) { - struct gl_texture_image *texImage = intelObj->base.Image[face][i]; - - /* Need to import images in main memory or held in other trees. - */ - if (intelObj->dirty_images[face] & (1<Data); - - if (!copy_image_data_to_tree(intel, - intelObj, - texImage, - face, - i)) - return GL_FALSE; - - } - } - } + nr_faces = _mesa_num_tex_faces(intelObj->base.Target); + for (face = 0; face < nr_faces; face++) { + for (i = validate_first_level; i <= validate_last_level; i++) { + struct intel_texture_image *intelImage = + intel_texture_image(intelObj->base.Image[face][i]); + /* skip too small size mipmap */ + if (intelImage == NULL) + break; + + if (intelObj->mt != intelImage->mt) + intel_miptree_copy_teximage(brw, intelImage, intelObj->mt); + + /* 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)); } + } + + intelObj->validated_first_level = validate_first_level; + intelObj->validated_last_level = validate_last_level; + intelObj->_Format = firstImage->base.Base.TexFormat, + intelObj->needs_validate = false; +} + +/** + * Finalizes all textures, completing any rendering that needs to be done + * to prepare them. + */ +void +brw_validate_textures(struct brw_context *brw) +{ + struct gl_context *ctx = &brw->ctx; + const int max_enabled_unit = ctx->Texture._MaxEnabledTexImageUnit; + + for (int unit = 0; unit <= max_enabled_unit; unit++) { + struct gl_texture_object *tex_obj = ctx->Texture.Unit[unit]._Current; + + if (!tex_obj) + continue; - /* Only clear the dirty flags if everything went ok: + struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit); + + /* We know that this is true by now, and if it wasn't, we might have + * mismatched level sizes and the copies would fail. */ - for (face = 0; face < nr_faces; face++) { - intelObj->dirty_images[face] = 0; - } + assert(tex_obj->_BaseComplete); - intelObj->dirty = 0; + intel_update_max_level(tex_obj, sampler); + intel_finalize_mipmap_tree(brw, tex_obj); } - - return GL_TRUE; }