From: Brian Paul Date: Thu, 29 Apr 2010 21:32:36 +0000 (-0600) Subject: st/mesa: ignore gl_texture_object::BaseLevel when allocating gallium textures X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=e648d4a1d1c0c5f70916e38366b863f0bec79a62;p=mesa.git st/mesa: ignore gl_texture_object::BaseLevel when allocating gallium textures Previously, when we created a gallium texture for a corresponding Mesa texture we'd only allocate space for mipmap levels >= BaseLevel. This patch undoes that mechanism. This fixes a render-to-texture bug when rendering to level 0 when BaseLevel=1. Also, it makes sense to allocate the whole texture object memory when BaseLevel > 0 since a common use of GL_TEXTURE_BASE_LEVEL is to progressively load/render mipmaps. Eventually, the app almost always fills in the level=0 mipmap image. Finally, the texture image code is bit easier to understand now. --- diff --git a/src/mesa/state_tracker/st_atom_sampler.c b/src/mesa/state_tracker/st_atom_sampler.c index a8262a5e1aa..92fe72d4df6 100644 --- a/src/mesa/state_tracker/st_atom_sampler.c +++ b/src/mesa/state_tracker/st_atom_sampler.c @@ -194,9 +194,12 @@ update_samplers(struct st_context *st) sampler->normalized_coords = 1; sampler->lod_bias = st->ctx->Texture.Unit[su].LodBias; - sampler->min_lod = MAX2(0.0f, texobj->MinLod); - sampler->max_lod = MIN2(texobj->MaxLevel - texobj->BaseLevel, - texobj->MaxLod); + + sampler->min_lod = texobj->BaseLevel + texobj->MinLod; + if (sampler->min_lod < texobj->BaseLevel) + sampler->min_lod = texobj->BaseLevel; + + sampler->max_lod = MIN2((GLfloat) texobj->MaxLevel, texobj->MaxLod); if (sampler->max_lod < sampler->min_lod) { /* The GL spec doesn't seem to specify what to do in this case. * Swap the values. diff --git a/src/mesa/state_tracker/st_atom_texture.c b/src/mesa/state_tracker/st_atom_texture.c index f4294ac1e6f..2575adda8fc 100644 --- a/src/mesa/state_tracker/st_atom_texture.c +++ b/src/mesa/state_tracker/st_atom_texture.c @@ -138,7 +138,6 @@ finalize_textures(struct st_context *st) const GLuint texUnit = fprog->Base.SamplerUnits[su]; struct gl_texture_object *texObj = st->ctx->Texture.Unit[texUnit]._Current; - struct st_texture_object *stObj = st_texture_object(texObj); if (texObj) { GLboolean flush, retval; @@ -149,8 +148,6 @@ finalize_textures(struct st_context *st) st->missing_textures = GL_TRUE; continue; } - - stObj->teximage_realloc = TRUE; } } } diff --git a/src/mesa/state_tracker/st_cb_fbo.c b/src/mesa/state_tracker/st_cb_fbo.c index e5c956d561d..c02121fbd1a 100644 --- a/src/mesa/state_tracker/st_cb_fbo.c +++ b/src/mesa/state_tracker/st_cb_fbo.c @@ -321,15 +321,13 @@ st_render_texture(GLcontext *ctx, struct pipe_resource *pt = st_get_texobj_resource(att->Texture); struct st_texture_object *stObj; const struct gl_texture_image *texImage; - GLint pt_level; /* When would this fail? Perhaps assert? */ if (!pt) return; - /* The first gallium texture level = Mesa BaseLevel */ - pt_level = MAX2(0, (GLint) att->TextureLevel - att->Texture->BaseLevel); - texImage = att->Texture->Image[att->CubeMapFace][pt_level]; + /* get pointer to texture image we're rendeing to */ + texImage = att->Texture->Image[att->CubeMapFace][att->TextureLevel]; /* create new renderbuffer which wraps the texture image */ rb = st_new_renderbuffer(ctx, 0); @@ -350,7 +348,7 @@ st_render_texture(GLcontext *ctx, /* point renderbuffer at texobject */ strb->rtt = stObj; - strb->rtt_level = pt_level; + strb->rtt_level = att->TextureLevel; strb->rtt_face = att->CubeMapFace; strb->rtt_slice = att->Zoffset; diff --git a/src/mesa/state_tracker/st_cb_texture.c b/src/mesa/state_tracker/st_cb_texture.c index 3457214ca4c..7e2e533881d 100644 --- a/src/mesa/state_tracker/st_cb_texture.c +++ b/src/mesa/state_tracker/st_cb_texture.c @@ -231,70 +231,86 @@ default_bindings(struct st_context *st, enum pipe_format format) } +/** Return number of image dimensions (1, 2 or 3) for a texture target. */ +static GLuint +get_texture_dims(GLenum target) +{ + switch (target) { + case GL_TEXTURE_1D: + case GL_TEXTURE_1D_ARRAY_EXT: + return 1; + case GL_TEXTURE_2D: + case GL_TEXTURE_CUBE_MAP_ARB: + case GL_TEXTURE_RECTANGLE_NV: + case GL_TEXTURE_2D_ARRAY_EXT: + return 2; + case GL_TEXTURE_3D: + return 3; + default: + assert(0 && "invalid texture target in get_texture_dims()"); + return 1; + } +} + + /** - * Allocate a pipe_resource object for the given st_texture_object using - * the given st_texture_image to guess the mipmap size/levels. + * Try to allocate a pipe_resource object for the given st_texture_object. * - * [comments...] - * Otherwise, store it in memory if (Border != 0) or (any dimension == - * 1). - * - * Otherwise, if max_level >= level >= min_level, create texture with - * space for images from min_level down to max_level. + * We use the given st_texture_image as a clue to determine the size of the + * mipmap image at level=0. * - * Otherwise, create texture with space for images from (level 0)..(1x1). - * Consider pruning this texture at a validation if the saving is worth it. */ static void guess_and_alloc_texture(struct st_context *st, struct st_texture_object *stObj, const struct st_texture_image *stImage) { - GLuint firstLevel; - GLuint lastLevel; - GLuint width = stImage->base.Width2; /* size w/out border */ - GLuint height = stImage->base.Height2; - GLuint depth = stImage->base.Depth2; - GLuint i, bindings; + const GLuint dims = get_texture_dims(stObj->base.Target); + GLuint level, lastLevel, width, height, depth; + GLuint bindings; enum pipe_format fmt; DBG("%s\n", __FUNCTION__); assert(!stObj->pt); - if (stObj->pt && - (GLint) stImage->level > stObj->base.BaseLevel && - (stImage->base.Width == 1 || - (stObj->base.Target != GL_TEXTURE_1D && - stImage->base.Height == 1) || - (stObj->base.Target == GL_TEXTURE_3D && - stImage->base.Depth == 1))) - return; + level = stImage->level; + width = stImage->base.Width2; /* size w/out border */ + height = stImage->base.Height2; + depth = stImage->base.Depth2; - /* If this image disrespects BaseLevel, allocate from level zero. - * Usually BaseLevel == 0, so it's unlikely to happen. - */ - if ((GLint) stImage->level < stObj->base.BaseLevel) - firstLevel = 0; - else - firstLevel = stObj->base.BaseLevel; + assert(width > 0); + assert(height > 0); + assert(depth > 0); - - /* Figure out image dimensions at start level. + /* Depending on the image's size, we can't always make a guess here. */ - for (i = stImage->level; i > firstLevel; i--) { + if (level > 0) { + if ( (dims >= 1 && width == 1) || + (dims >= 2 && height == 1) || + (dims >= 3 && depth == 1) ) { + /* we can't determine the image size at level=0 */ + stObj->width0 = stObj->height0 = stObj->depth0 = 0; + return; + } + } + + /* grow the image size until we hit level = 0 */ + while (level > 0) { if (width != 1) width <<= 1; if (height != 1) height <<= 1; if (depth != 1) depth <<= 1; - } + level--; + } - if (width == 0 || height == 0 || depth == 0) { - /* no texture needed */ - return; - } + assert(level == 0); + + /* At this point, (width x height x depth) is the expected size of + * the level=0 mipmap image. + */ /* Guess a reasonable value for lastLevel. This is probably going * to be wrong fairly often and might mean that we have to look at @@ -306,18 +322,23 @@ guess_and_alloc_texture(struct st_context *st, stImage->base._BaseFormat == GL_DEPTH_COMPONENT || stImage->base._BaseFormat == GL_DEPTH_STENCIL_EXT) && !stObj->base.GenerateMipmap && - stImage->level == firstLevel) { + stImage->level == 0) { /* only alloc space for a single mipmap level */ - lastLevel = firstLevel; + lastLevel = 0; } else { /* alloc space for a full mipmap */ GLuint l2width = util_logbase2(width); GLuint l2height = util_logbase2(height); GLuint l2depth = util_logbase2(depth); - lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth); + lastLevel = MAX2(MAX2(l2width, l2height), l2depth); } + /* Save the level=0 dimensions */ + stObj->width0 = width; + stObj->height0 = height; + stObj->depth0 = depth; + fmt = st_mesa_format_to_pipe_format(stImage->base.TexFormat); bindings = default_bindings(st, fmt); @@ -581,15 +602,13 @@ st_TexImage(GLcontext * ctx, * mipmap. If so, free the old mipmap. */ if (stObj->pt) { - if (stObj->teximage_realloc || - level > (GLint) stObj->pt->last_level || + if (level > (GLint) stObj->pt->last_level || !st_texture_match_image(stObj->pt, &stImage->base, stImage->face, stImage->level)) { DBG("release it\n"); pipe_resource_reference(&stObj->pt, NULL); assert(!stObj->pt); pipe_sampler_view_reference(&stObj->sampler_view, NULL); - stObj->teximage_realloc = FALSE; } } @@ -1757,12 +1776,26 @@ st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level, } +/** + * Copy image data from stImage into the texture object 'stObj' at level + * 'dstLevel'. + */ static void copy_image_data_to_texture(struct st_context *st, struct st_texture_object *stObj, GLuint dstLevel, struct st_texture_image *stImage) { + /* debug checks */ + { + const struct gl_texture_image *dstImage = + stObj->base.Image[stImage->face][stImage->level]; + assert(dstImage); + assert(dstImage->Width == stImage->base.Width); + assert(dstImage->Height == stImage->base.Height); + assert(dstImage->Depth == stImage->base.Depth); + } + if (stImage->pt) { /* Copy potentially with the blitter: */ @@ -1811,8 +1844,9 @@ st_finalize_texture(GLcontext *ctx, struct st_context *st = st_context(ctx); struct st_texture_object *stObj = st_texture_object(tObj); const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; - GLuint blockSize, face; + GLuint face; struct st_texture_image *firstImage; + enum pipe_format firstImageFormat; *needFlush = GL_FALSE; @@ -1827,10 +1861,11 @@ st_finalize_texture(GLcontext *ctx, stObj->base.MinFilter == GL_NEAREST) stObj->lastLevel = stObj->base.BaseLevel; else - stObj->lastLevel = stObj->base._MaxLevel - stObj->base.BaseLevel; + stObj->lastLevel = stObj->base._MaxLevel; } firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]); + assert(firstImage); /* If both firstImage and stObj point to a texture which can contain * all active images, favour firstImage. Note that because of the @@ -1844,22 +1879,23 @@ st_finalize_texture(GLcontext *ctx, pipe_sampler_view_reference(&stObj->sampler_view, NULL); } - /* bytes per pixel block (blocks are usually 1x1) */ - blockSize = _mesa_get_format_bytes(firstImage->base.TexFormat); + /* Find gallium format for the Mesa texture */ + firstImageFormat = st_mesa_format_to_pipe_format(firstImage->base.TexFormat); /* If we already have a gallium texture, check that it matches the texture * object's format, target, size, num_levels, etc. */ if (stObj->pt) { - const enum pipe_format fmt = - st_mesa_format_to_pipe_format(firstImage->base.TexFormat); if (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) || - stObj->pt->format != fmt || - stObj->pt->last_level < stObj->lastLevel || - stObj->pt->width0 != firstImage->base.Width2 || - stObj->pt->height0 != firstImage->base.Height2 || - stObj->pt->depth0 != firstImage->base.Depth2) + stObj->pt->format != firstImageFormat || + stObj->pt->last_level != stObj->lastLevel || + stObj->pt->width0 != stObj->width0 || + stObj->pt->height0 != stObj->height0 || + stObj->pt->depth0 != stObj->depth0) { + /* The gallium texture does not match the Mesa texture so delete the + * gallium texture now. We'll make a new one below. + */ pipe_resource_reference(&stObj->pt, NULL); pipe_sampler_view_reference(&stObj->sampler_view, NULL); st->dirty.st |= ST_NEW_FRAMEBUFFER; @@ -1869,17 +1905,15 @@ st_finalize_texture(GLcontext *ctx, /* May need to create a new gallium texture: */ if (!stObj->pt) { - const enum pipe_format fmt = - st_mesa_format_to_pipe_format(firstImage->base.TexFormat); - GLuint bindings = default_bindings(st, fmt); + GLuint bindings = default_bindings(st, firstImageFormat); stObj->pt = st_texture_create(st, gl_target_to_pipe(stObj->base.Target), - fmt, + firstImageFormat, stObj->lastLevel, - firstImage->base.Width2, - firstImage->base.Height2, - firstImage->base.Depth2, + stObj->width0, + stObj->height0, + stObj->depth0, bindings); if (!stObj->pt) { @@ -1894,7 +1928,7 @@ st_finalize_texture(GLcontext *ctx, GLuint level; for (level = 0; level <= stObj->lastLevel; level++) { struct st_texture_image *stImage = - st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]); + st_texture_image(stObj->base.Image[face][level]); /* Need to import images in main memory or held in other textures. */ diff --git a/src/mesa/state_tracker/st_gen_mipmap.c b/src/mesa/state_tracker/st_gen_mipmap.c index b8b75c7de62..a015c4bb587 100644 --- a/src/mesa/state_tracker/st_gen_mipmap.c +++ b/src/mesa/state_tracker/st_gen_mipmap.c @@ -342,10 +342,10 @@ st_generate_mipmap(GLcontext *ctx, GLenum target, assert(lastLevel <= pt->last_level); - /* Recall that the Mesa BaseLevel image is stored in the gallium - * texture's level[0] position. So pass baseLevel=0 here. + /* Try to generate the mipmap by rendering/texturing. If that fails, + * use the software fallback. */ - if (!st_render_mipmap(st, target, stObj, 0, lastLevel)) { + if (!st_render_mipmap(st, target, stObj, baseLevel, lastLevel)) { fallback_generate_mipmap(ctx, target, texObj); } diff --git a/src/mesa/state_tracker/st_texture.c b/src/mesa/state_tracker/st_texture.c index 1b52e77b7d9..722f60e4252 100644 --- a/src/mesa/state_tracker/st_texture.c +++ b/src/mesa/state_tracker/st_texture.c @@ -269,6 +269,9 @@ st_texture_image_copy(struct pipe_context *pipe, struct pipe_surface *dst_surface; GLuint i; + assert(src->width0 == dst->width0); + assert(src->height0 == dst->height0); + for (i = 0; i < depth; i++) { GLuint srcLevel; diff --git a/src/mesa/state_tracker/st_texture.h b/src/mesa/state_tracker/st_texture.h index d0298817ded..447f091db1f 100644 --- a/src/mesa/state_tracker/st_texture.h +++ b/src/mesa/state_tracker/st_texture.h @@ -38,6 +38,9 @@ struct pipe_resource; +/** + * Subclass of gl_texure_image. + */ struct st_texture_image { struct gl_texture_image base; @@ -57,7 +60,9 @@ struct st_texture_image }; - +/** + * Subclass of gl_texure_object. + */ struct st_texture_object { struct gl_texture_object base; /* The "parent" object */ @@ -66,6 +71,9 @@ struct st_texture_object */ GLuint lastLevel; + /** The size of the level=0 mipmap image */ + GLuint width0, height0, depth0; + /* On validation any active images held in main memory or in other * textures will be copied to this texture and the old storage freed. */ @@ -76,8 +84,6 @@ struct st_texture_object */ struct pipe_sampler_view *sampler_view; - GLboolean teximage_realloc; - /* True if there is/was a surface bound to this texture object. It helps * track whether the texture object is surface based or not. */