nir: support lowering clipdist to arrays
[mesa.git] / src / mesa / drivers / dri / i965 / intel_tex.c
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-../intel/intel_tex.c
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+#include "swrast/swrast.h"
+#include "main/renderbuffer.h"
+#include "main/texobj.h"
+#include "main/teximage.h"
+#include "main/mipmap.h"
+#include "drivers/common/meta.h"
+#include "brw_context.h"
+#include "brw_defines.h"
+#include "intel_buffer_objects.h"
+#include "intel_mipmap_tree.h"
+#include "intel_tex.h"
+#include "intel_fbo.h"
+
+#define FILE_DEBUG_FLAG DEBUG_TEXTURE
+
+static struct gl_texture_image *
+intelNewTextureImage(struct gl_context * ctx)
+{
+   DBG("%s\n", __func__);
+   (void) ctx;
+   return (struct gl_texture_image *) CALLOC_STRUCT(intel_texture_image);
+}
+
+static void
+intelDeleteTextureImage(struct gl_context * ctx, struct gl_texture_image *img)
+{
+   /* nothing special (yet) for intel_texture_image */
+   _mesa_delete_texture_image(ctx, img);
+}
+
+
+static struct gl_texture_object *
+intelNewTextureObject(struct gl_context * ctx, GLuint name, GLenum target)
+{
+   struct intel_texture_object *obj = CALLOC_STRUCT(intel_texture_object);
+
+   (void) ctx;
+
+   DBG("%s\n", __func__);
+
+   if (obj == NULL)
+      return NULL;
+
+   _mesa_initialize_texture_object(ctx, &obj->base, name, target);
+
+   obj->needs_validate = true;
+
+   return &obj->base;
+}
+
+static void
+intelDeleteTextureObject(struct gl_context *ctx,
+                        struct gl_texture_object *texObj)
+{
+   struct intel_texture_object *intelObj = intel_texture_object(texObj);
+
+   intel_miptree_release(&intelObj->mt);
+   _mesa_delete_texture_object(ctx, texObj);
+}
+
+static GLboolean
+intel_alloc_texture_image_buffer(struct gl_context *ctx,
+                                struct gl_texture_image *image)
+{
+   struct brw_context *brw = brw_context(ctx);
+   struct intel_texture_image *intel_image = intel_texture_image(image);
+   struct gl_texture_object *texobj = image->TexObject;
+   struct intel_texture_object *intel_texobj = intel_texture_object(texobj);
+
+   assert(image->Border == 0);
+
+   /* Quantize sample count */
+   if (image->NumSamples) {
+      image->NumSamples = intel_quantize_num_samples(brw->screen, image->NumSamples);
+      if (!image->NumSamples)
+         return false;
+   }
+
+   /* Because the driver uses AllocTextureImageBuffer() internally, it may end
+    * up mismatched with FreeTextureImageBuffer(), but that is safe to call
+    * multiple times.
+    */
+   ctx->Driver.FreeTextureImageBuffer(ctx, image);
+
+   if (!_swrast_init_texture_image(image))
+      return false;
+
+   if (intel_texobj->mt &&
+       intel_miptree_match_image(intel_texobj->mt, image)) {
+      intel_miptree_reference(&intel_image->mt, intel_texobj->mt);
+      DBG("%s: alloc obj %p level %d %dx%dx%d using object's miptree %p\n",
+          __func__, texobj, image->Level,
+          image->Width, image->Height, image->Depth, intel_texobj->mt);
+   } else {
+      intel_image->mt = intel_miptree_create_for_teximage(brw, intel_texobj,
+                                                          intel_image,
+                                                          MIPTREE_CREATE_DEFAULT);
+      if (!intel_image->mt)
+         return false;
+
+      /* Even if the object currently has a mipmap tree associated
+       * with it, this one is a more likely candidate to represent the
+       * whole object since our level didn't fit what was there
+       * before, and any lower levels would fit into our miptree.
+       */
+      intel_miptree_reference(&intel_texobj->mt, intel_image->mt);
+
+      DBG("%s: alloc obj %p level %d %dx%dx%d using new miptree %p\n",
+          __func__, texobj, image->Level,
+          image->Width, image->Height, image->Depth, intel_image->mt);
+   }
+
+   intel_texobj->needs_validate = true;
+
+   return true;
+}
+
+/**
+ * ctx->Driver.AllocTextureStorage() handler.
+ *
+ * Compare this to _mesa_AllocTextureStorage_sw, which would call into
+ * intel_alloc_texture_image_buffer() above.
+ */
+static GLboolean
+intel_alloc_texture_storage(struct gl_context *ctx,
+                            struct gl_texture_object *texobj,
+                            GLsizei levels, GLsizei width,
+                            GLsizei height, GLsizei depth)
+{
+   struct brw_context *brw = brw_context(ctx);
+   struct intel_texture_object *intel_texobj = intel_texture_object(texobj);
+   struct gl_texture_image *first_image = texobj->Image[0][0];
+   int num_samples = intel_quantize_num_samples(brw->screen,
+                                                first_image->NumSamples);
+   const int numFaces = _mesa_num_tex_faces(texobj->Target);
+   int face;
+   int level;
+
+   /* If the object's current miptree doesn't match what we need, make a new
+    * one.
+    */
+   if (!intel_texobj->mt ||
+       !intel_miptree_match_image(intel_texobj->mt, first_image) ||
+       intel_texobj->mt->last_level != levels - 1) {
+      intel_miptree_release(&intel_texobj->mt);
+
+      intel_get_image_dims(first_image, &width, &height, &depth);
+      intel_texobj->mt = intel_miptree_create(brw, texobj->Target,
+                                              first_image->TexFormat,
+                                              0, levels - 1,
+                                              width, height, depth,
+                                              MAX2(num_samples, 1),
+                                              MIPTREE_CREATE_DEFAULT);
+
+      if (intel_texobj->mt == NULL) {
+         return false;
+      }
+   }
+
+   for (face = 0; face < numFaces; face++) {
+      for (level = 0; level < levels; level++) {
+         struct gl_texture_image *image = texobj->Image[face][level];
+         struct intel_texture_image *intel_image = intel_texture_image(image);
+
+         image->NumSamples = num_samples;
+
+         _swrast_free_texture_image_buffer(ctx, image);
+         if (!_swrast_init_texture_image(image))
+            return false;
+
+         intel_miptree_reference(&intel_image->mt, intel_texobj->mt);
+      }
+   }
+
+   /* The miptree is in a validated state, so no need to check later. */
+   intel_texobj->needs_validate = false;
+   intel_texobj->validated_first_level = 0;
+   intel_texobj->validated_last_level = levels - 1;
+   intel_texobj->_Format = first_image->TexFormat;
+
+   return true;
+}
+
+
+static void
+intel_free_texture_image_buffer(struct gl_context * ctx,
+                               struct gl_texture_image *texImage)
+{
+   struct intel_texture_image *intelImage = intel_texture_image(texImage);
+
+   DBG("%s\n", __func__);
+
+   intel_miptree_release(&intelImage->mt);
+
+   _swrast_free_texture_image_buffer(ctx, texImage);
+}
+
+/**
+ * Map texture memory/buffer into user space.
+ * Note: the region of interest parameters are ignored here.
+ * \param mode  bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT
+ * \param mapOut  returns start of mapping of region of interest
+ * \param rowStrideOut  returns row stride in bytes
+ */
+static void
+intel_map_texture_image(struct gl_context *ctx,
+                       struct gl_texture_image *tex_image,
+                       GLuint slice,
+                       GLuint x, GLuint y, GLuint w, GLuint h,
+                       GLbitfield mode,
+                       GLubyte **map,
+                       GLint *out_stride)
+{
+   struct brw_context *brw = brw_context(ctx);
+   struct intel_texture_image *intel_image = intel_texture_image(tex_image);
+   struct intel_mipmap_tree *mt = intel_image->mt;
+   ptrdiff_t stride;
+
+   /* Our texture data is always stored in a miptree. */
+   assert(mt);
+
+   /* Check that our caller wasn't confused about how to map a 1D texture. */
+   assert(tex_image->TexObject->Target != GL_TEXTURE_1D_ARRAY ||
+         h == 1);
+
+   /* intel_miptree_map operates on a unified "slice" number that references the
+    * cube face, since it's all just slices to the miptree code.
+    */
+   if (tex_image->TexObject->Target == GL_TEXTURE_CUBE_MAP)
+      slice = tex_image->Face;
+
+   intel_miptree_map(brw, mt,
+                     tex_image->Level + tex_image->TexObject->MinLevel,
+                     slice + tex_image->TexObject->MinLayer,
+                     x, y, w, h, mode,
+                     (void **)map, &stride);
+
+   *out_stride = stride;
+}
+
+static void
+intel_unmap_texture_image(struct gl_context *ctx,
+                         struct gl_texture_image *tex_image, GLuint slice)
+{
+   struct brw_context *brw = brw_context(ctx);
+   struct intel_texture_image *intel_image = intel_texture_image(tex_image);
+   struct intel_mipmap_tree *mt = intel_image->mt;
+
+   if (tex_image->TexObject->Target == GL_TEXTURE_CUBE_MAP)
+      slice = tex_image->Face;
+
+   intel_miptree_unmap(brw, mt,
+         tex_image->Level + tex_image->TexObject->MinLevel,
+         slice + tex_image->TexObject->MinLayer);
+}
+
+static GLboolean
+intel_texture_view(struct gl_context *ctx,
+                   struct gl_texture_object *texObj,
+                   struct gl_texture_object *origTexObj)
+{
+   struct brw_context *brw = brw_context(ctx);
+   struct intel_texture_object *intel_tex = intel_texture_object(texObj);
+   struct intel_texture_object *intel_orig_tex = intel_texture_object(origTexObj);
+
+   assert(intel_orig_tex->mt);
+   intel_miptree_reference(&intel_tex->mt, intel_orig_tex->mt);
+
+   /* Since we can only make views of immutable-format textures,
+    * we can assume that everything is in origTexObj's miptree.
+    *
+    * Mesa core has already made us a copy of all the teximage objects,
+    * except it hasn't copied our mt pointers, etc.
+    */
+   const int numFaces = _mesa_num_tex_faces(texObj->Target);
+   const int numLevels = texObj->NumLevels;
+
+   int face;
+   int level;
+
+   for (face = 0; face < numFaces; face++) {
+      for (level = 0; level < numLevels; level++) {
+         struct gl_texture_image *image = texObj->Image[face][level];
+         struct intel_texture_image *intel_image = intel_texture_image(image);
+
+         intel_miptree_reference(&intel_image->mt, intel_orig_tex->mt);
+      }
+   }
+
+   /* The miptree is in a validated state, so no need to check later. */
+   intel_tex->needs_validate = false;
+   intel_tex->validated_first_level = 0;
+   intel_tex->validated_last_level = numLevels - 1;
+
+   /* Set the validated texture format, with the same adjustments that
+    * would have been applied to determine the underlying texture's
+    * mt->format.
+    */
+   intel_tex->_Format = intel_depth_format_for_depthstencil_format(
+         intel_lower_compressed_format(brw, texObj->Image[0][0]->TexFormat));
+
+   return GL_TRUE;
+}
+
+static void
+intel_texture_barrier(struct gl_context *ctx)
+{
+   struct brw_context *brw = brw_context(ctx);
+   const struct gen_device_info *devinfo = &brw->screen->devinfo;
+
+   if (devinfo->gen >= 6) {
+      brw_emit_pipe_control_flush(brw,
+                                  PIPE_CONTROL_DEPTH_CACHE_FLUSH |
+                                  PIPE_CONTROL_RENDER_TARGET_FLUSH |
+                                  PIPE_CONTROL_CS_STALL);
+
+      brw_emit_pipe_control_flush(brw,
+                                  PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE);
+   } else {
+      brw_emit_mi_flush(brw);
+   }
+}
+
+void
+intelInitTextureFuncs(struct dd_function_table *functions)
+{
+   functions->NewTextureObject = intelNewTextureObject;
+   functions->NewTextureImage = intelNewTextureImage;
+   functions->DeleteTextureImage = intelDeleteTextureImage;
+   functions->DeleteTexture = intelDeleteTextureObject;
+   functions->AllocTextureImageBuffer = intel_alloc_texture_image_buffer;
+   functions->FreeTextureImageBuffer = intel_free_texture_image_buffer;
+   functions->AllocTextureStorage = intel_alloc_texture_storage;
+   functions->MapTextureImage = intel_map_texture_image;
+   functions->UnmapTextureImage = intel_unmap_texture_image;
+   functions->TextureView = intel_texture_view;
+   functions->TextureBarrier = intel_texture_barrier;
+}