#include "main/glheader.h"
#include "main/macros.h"
+#include "main/mfeatures.h"
#include "main/mtypes.h"
#include "main/enums.h"
#include "main/bufferobj.h"
-#include "main/convolve.h"
#include "main/context.h"
#include "main/formats.h"
+#include "main/pbo.h"
+#include "main/renderbuffer.h"
#include "main/texcompress.h"
#include "main/texstore.h"
#include "main/texgetimage.h"
#include "main/texobj.h"
-#include "main/texstore.h"
#include "main/teximage.h"
#include "intel_context.h"
#include "intel_tex.h"
#include "intel_blit.h"
#include "intel_fbo.h"
+#include "intel_span.h"
#define FILE_DEBUG_FLAG DEBUG_TEXTURE
*/
-static int
-logbase2(int n)
-{
- GLint i = 1;
- GLint log2 = 0;
-
- while (n > i) {
- i *= 2;
- log2++;
- }
-
- return log2;
-}
-
/* Otherwise, store it in memory if (Border != 0) or (any dimension ==
* 1).
* 0)..(1x1). Consider pruning this tree at a validation if the
* saving is worth it.
*/
-static void
-guess_and_alloc_mipmap_tree(struct intel_context *intel,
- struct intel_texture_object *intelObj,
- struct intel_texture_image *intelImage,
- GLboolean expect_accelerated_upload)
+static struct intel_mipmap_tree *
+intel_miptree_create_for_teximage(struct intel_context *intel,
+ struct intel_texture_object *intelObj,
+ struct intel_texture_image *intelImage,
+ GLboolean expect_accelerated_upload)
{
GLuint firstLevel;
GLuint lastLevel;
GLuint width = intelImage->base.Width;
GLuint height = intelImage->base.Height;
GLuint depth = intelImage->base.Depth;
- GLuint l2width, l2height, l2depth;
- GLuint i, comp_byte = 0;
- GLuint texelBytes;
+ GLuint i;
DBG("%s\n", __FUNCTION__);
- if (intelImage->base.Border ||
- ((intelImage->base._BaseFormat == GL_DEPTH_COMPONENT) &&
- ((intelObj->base.WrapS == GL_CLAMP_TO_BORDER) ||
- (intelObj->base.WrapT == GL_CLAMP_TO_BORDER))))
- return;
+ if (intelImage->base.Border)
+ return NULL;
if (intelImage->level > intelObj->base.BaseLevel &&
(intelImage->base.Width == 1 ||
(intelObj->base.Target != GL_TEXTURE_1D &&
intelImage->base.Height == 1) ||
(intelObj->base.Target == GL_TEXTURE_3D &&
- intelImage->base.Depth == 1)))
- return;
-
- /* If this image disrespects BaseLevel, allocate from level zero.
- * Usually BaseLevel == 0, so it's unlikely to happen.
- */
- if (intelImage->level < intelObj->base.BaseLevel)
- firstLevel = 0;
- else
- firstLevel = intelObj->base.BaseLevel;
-
-
- /* Figure out image dimensions at start level.
- */
- for (i = intelImage->level; i > firstLevel; i--) {
- width <<= 1;
- if (height != 1)
- height <<= 1;
- if (depth != 1)
- depth <<= 1;
- }
+ intelImage->base.Depth == 1))) {
+ /* For this combination, we're at some lower mipmap level and
+ * some important dimension is 1. We can't extrapolate up to a
+ * likely base level width/height/depth for a full mipmap stack
+ * from this info, so just allocate this one level.
+ */
+ firstLevel = intelImage->level;
+ lastLevel = intelImage->level;
+ } else {
+ /* If this image disrespects BaseLevel, allocate from level zero.
+ * Usually BaseLevel == 0, so it's unlikely to happen.
+ */
+ if (intelImage->level < intelObj->base.BaseLevel)
+ firstLevel = 0;
+ else
+ firstLevel = intelObj->base.BaseLevel;
+
+ /* Figure out image dimensions at start level. */
+ for (i = intelImage->level; i > firstLevel; i--) {
+ width <<= 1;
+ if (height != 1)
+ height <<= 1;
+ if (depth != 1)
+ depth <<= 1;
+ }
- /* Guess a reasonable value for lastLevel. This is probably going
- * to be wrong fairly often and might mean that we have to look at
- * resizable buffers, or require that buffers implement lazy
- * pagetable arrangements.
- */
- if ((intelObj->base.MinFilter == GL_NEAREST ||
- intelObj->base.MinFilter == GL_LINEAR) &&
- intelImage->level == firstLevel &&
- (intel->gen < 4 || firstLevel == 0)) {
- lastLevel = firstLevel;
- }
- else {
- l2width = logbase2(width);
- l2height = logbase2(height);
- l2depth = logbase2(depth);
- lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth);
+ /* Guess a reasonable value for lastLevel. This is probably going
+ * to be wrong fairly often and might mean that we have to look at
+ * resizable buffers, or require that buffers implement lazy
+ * pagetable arrangements.
+ */
+ if ((intelObj->base.Sampler.MinFilter == GL_NEAREST ||
+ intelObj->base.Sampler.MinFilter == GL_LINEAR) &&
+ intelImage->level == firstLevel &&
+ (intel->gen < 4 || firstLevel == 0)) {
+ lastLevel = firstLevel;
+ } else {
+ lastLevel = firstLevel + _mesa_logbase2(MAX2(MAX2(width, height), depth));
+ }
}
- assert(!intelObj->mt);
- if (_mesa_is_format_compressed(intelImage->base.TexFormat))
- comp_byte = intel_compressed_num_bytes(intelImage->base.TexFormat);
-
- texelBytes = _mesa_get_format_bytes(intelImage->base.TexFormat);
-
- intelObj->mt = intel_miptree_create(intel,
- intelObj->base.Target,
- intelImage->base._BaseFormat,
- intelImage->base.InternalFormat,
- firstLevel,
- lastLevel,
- width,
- height,
- depth,
- texelBytes,
- comp_byte,
- expect_accelerated_upload);
-
- DBG("%s - success\n", __FUNCTION__);
-}
-
-
-
-
-static GLuint
-target_to_face(GLenum target)
-{
- switch (target) {
- case GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB:
- case GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB:
- case GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB:
- case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB:
- case GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB:
- case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB:
- return ((GLuint) target - (GLuint) GL_TEXTURE_CUBE_MAP_POSITIVE_X);
- default:
- return 0;
- }
+ return intel_miptree_create(intel,
+ intelObj->base.Target,
+ intelImage->base.TexFormat,
+ firstLevel,
+ lastLevel,
+ width,
+ height,
+ depth,
+ expect_accelerated_upload);
}
/* There are actually quite a few combinations this will work for,
struct intel_buffer_object *pbo = intel_buffer_object(unpack->BufferObj);
GLuint src_offset, src_stride;
GLuint dst_x, dst_y, dst_stride;
- dri_bo *dst_buffer = intel_region_buffer(intel,
- intelImage->mt->region,
- INTEL_WRITE_FULL);
+ drm_intel_bo *dst_buffer = intel_region_buffer(intel,
+ intelImage->mt->region,
+ INTEL_WRITE_FULL);
if (!_mesa_is_bufferobj(unpack->BufferObj) ||
intel->ctx._ImageTransferState ||
dst_stride = intelImage->mt->region->pitch;
- if (drm_intel_bo_references(intel->batch->buf, dst_buffer))
- intelFlush(&intel->ctx);
- intel_prepare_render(intel);
+ if (drm_intel_bo_references(intel->batch.bo, dst_buffer))
+ intel_flush(&intel->ctx);
+
{
- dri_bo *src_buffer = intel_bufferobj_buffer(intel, pbo, INTEL_READ);
+ GLuint offset;
+ drm_intel_bo *src_buffer =
+ intel_bufferobj_source(intel, pbo, 64, &offset);
if (!intelEmitCopyBlit(intel,
intelImage->mt->cpp,
- src_stride, src_buffer, src_offset, GL_FALSE,
+ src_stride, src_buffer,
+ src_offset + offset, GL_FALSE,
dst_stride, dst_buffer, 0,
intelImage->mt->region->tiling,
0, 0, dst_x, dst_y, width, height,
return GL_TRUE;
}
+/**
+ * \param scatter Scatter if true. Gather if false.
+ *
+ * \see intel_tex_image_x8z24_scatter
+ * \see intel_tex_image_x8z24_gather
+ */
+static void
+intel_tex_image_s8z24_scattergather(struct intel_context *intel,
+ struct intel_texture_image *intel_image,
+ bool scatter)
+{
+ struct gl_context *ctx = &intel->ctx;
+ struct gl_renderbuffer *depth_rb = intel_image->depth_rb;
+ struct gl_renderbuffer *stencil_rb = intel_image->stencil_rb;
+
+ int w = intel_image->base.Width;
+ int h = intel_image->base.Height;
+
+ uint32_t depth_row[w];
+ uint8_t stencil_row[w];
+
+ intel_renderbuffer_map(intel, depth_rb);
+ intel_renderbuffer_map(intel, stencil_rb);
+ if (scatter) {
+ for (int y = 0; y < h; ++y) {
+ depth_rb->GetRow(ctx, depth_rb, w, 0, y, depth_row);
+ for (int x = 0; x < w; ++x) {
+ stencil_row[x] = depth_row[x] >> 24;
+ }
+ stencil_rb->PutRow(ctx, stencil_rb, w, 0, y, stencil_row, NULL);
+ }
+ } else { /* gather */
+ for (int y = 0; y < h; ++y) {
+ depth_rb->GetRow(ctx, depth_rb, w, 0, y, depth_row);
+ stencil_rb->GetRow(ctx, stencil_rb, w, 0, y, stencil_row);
+ for (int x = 0; x < w; ++x) {
+ uint32_t s8_x24 = stencil_row[x] << 24;
+ uint32_t x8_z24 = depth_row[x] & 0x00ffffff;
+ depth_row[x] = s8_x24 | x8_z24;
+ }
+ depth_rb->PutRow(ctx, depth_rb, w, 0, y, depth_row, NULL);
+ }
+ }
+
+ intel_renderbuffer_unmap(intel, depth_rb);
+ intel_renderbuffer_unmap(intel, stencil_rb);
+}
+
+/**
+ * Copy the x8 bits from intel_image->depth_rb to intel_image->stencil_rb.
+ */
static void
-intelTexImage(GLcontext * ctx,
+intel_tex_image_s8z24_scatter(struct intel_context *intel,
+ struct intel_texture_image *intel_image)
+{
+ intel_tex_image_s8z24_scattergather(intel, intel_image, true);
+}
+
+/**
+ * Copy the data in intel_image->stencil_rb to the x8 bits in
+ * intel_image->depth_rb.
+ */
+static void
+intel_tex_image_s8z24_gather(struct intel_context *intel,
+ struct intel_texture_image *intel_image)
+{
+ intel_tex_image_s8z24_scattergather(intel, intel_image, false);
+}
+
+static bool
+intel_tex_image_s8z24_create_renderbuffers(struct intel_context *intel,
+ struct intel_texture_image *image)
+{
+ struct gl_context *ctx = &intel->ctx;
+
+ bool ok = true;
+ int width = image->base.Width;
+ int height = image->base.Height;
+ struct gl_renderbuffer *drb;
+ struct gl_renderbuffer *srb;
+ struct intel_renderbuffer *idrb;
+ struct intel_renderbuffer *isrb;
+
+ assert(intel->has_separate_stencil);
+ assert(image->base.TexFormat == MESA_FORMAT_S8_Z24);
+ assert(image->mt != NULL);
+
+ drb = intel_create_wrapped_renderbuffer(ctx, width, height,
+ MESA_FORMAT_X8_Z24);
+ srb = intel_create_wrapped_renderbuffer(ctx, width, height,
+ MESA_FORMAT_S8);
+
+ if (!drb || !srb) {
+ if (drb) {
+ drb->Delete(drb);
+ }
+ if (srb) {
+ srb->Delete(srb);
+ }
+ return false;
+ }
+
+ idrb = intel_renderbuffer(drb);
+ isrb = intel_renderbuffer(srb);
+
+ intel_region_reference(&idrb->region, image->mt->region);
+ ok = intel_alloc_renderbuffer_storage(ctx, srb, GL_STENCIL_INDEX8,
+ width, height);
+
+ if (!ok) {
+ drb->Delete(drb);
+ srb->Delete(srb);
+ return false;
+ }
+
+ intel_renderbuffer_set_draw_offset(idrb, image, 0);
+ intel_renderbuffer_set_draw_offset(isrb, image, 0);
+
+ _mesa_reference_renderbuffer(&image->depth_rb, drb);
+ _mesa_reference_renderbuffer(&image->stencil_rb, srb);
+
+ return true;
+}
+
+static void
+intelTexImage(struct gl_context * ctx,
GLint dims,
GLenum target, GLint level,
GLint internalFormat,
struct intel_context *intel = intel_context(ctx);
struct intel_texture_object *intelObj = intel_texture_object(texObj);
struct intel_texture_image *intelImage = intel_texture_image(texImage);
- GLint postConvWidth = width;
- GLint postConvHeight = height;
GLint texelBytes, sizeInBytes;
GLuint dstRowStride = 0, srcRowStride = texImage->RowStride;
DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__,
_mesa_lookup_enum_by_nr(target), level, width, height, depth, border);
- intelImage->face = target_to_face(target);
+ intelImage->face = _mesa_tex_target_to_face(target);
intelImage->level = level;
- if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) {
- _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth,
- &postConvHeight);
- }
-
if (_mesa_is_format_compressed(texImage->TexFormat)) {
texelBytes = 0;
}
else {
texelBytes = _mesa_get_format_bytes(texImage->TexFormat);
-
- /* Minimum pitch of 32 bytes */
- if (postConvWidth * texelBytes < 32) {
- postConvWidth = 32 / texelBytes;
- texImage->RowStride = postConvWidth;
- }
if (!intelImage->mt) {
- assert(texImage->RowStride == postConvWidth);
- }
- }
-
- /* Release the reference to a potentially orphaned buffer.
- * Release any old malloced memory.
- */
- if (intelImage->mt) {
- intel_miptree_release(intel, &intelImage->mt);
- assert(!texImage->Data);
- }
- else if (texImage->Data) {
- _mesa_free_texmemory(texImage->Data);
- texImage->Data = NULL;
- }
-
- /* If this is the only texture image in the tree, could call
- * bmBufferData with NULL data to free the old block and avoid
- * waiting on any outstanding fences.
- */
- if (intelObj->mt &&
- intelObj->mt->first_level == level &&
- intelObj->mt->last_level == level &&
- intelObj->mt->target != GL_TEXTURE_CUBE_MAP_ARB &&
- !intel_miptree_match_image(intelObj->mt, &intelImage->base)) {
-
- DBG("release it\n");
- intel_miptree_release(intel, &intelObj->mt);
- assert(!intelObj->mt);
- }
-
- if (!intelObj->mt) {
- guess_and_alloc_mipmap_tree(intel, intelObj, intelImage, pixels == NULL);
- if (!intelObj->mt) {
- DBG("guess_and_alloc_mipmap_tree: failed\n");
+ assert(texImage->RowStride == width);
}
}
+ ctx->Driver.FreeTexImageData(ctx, texImage);
assert(!intelImage->mt);
if (intelObj->mt &&
intel_miptree_match_image(intelObj->mt, &intelImage->base)) {
-
+ /* Use an existing miptree when possible */
intel_miptree_reference(&intelImage->mt, intelObj->mt);
assert(intelImage->mt);
} else if (intelImage->base.Border == 0) {
- int comp_byte = 0;
- GLuint texelBytes = _mesa_get_format_bytes(intelImage->base.TexFormat);
- GLenum baseFormat = _mesa_get_format_base_format(intelImage->base.TexFormat);
- if (_mesa_is_format_compressed(intelImage->base.TexFormat)) {
- comp_byte =
- intel_compressed_num_bytes(intelImage->base.TexFormat);
- }
-
/* Didn't fit in the object miptree, but it's suitable for inclusion in
* a miptree, so create one just for our level and store it in the image.
* It'll get moved into the object miptree at validate time.
*/
- intelImage->mt = intel_miptree_create(intel, target,
- baseFormat,
- internalFormat,
- level, level,
- width, height, depth,
- texelBytes,
- comp_byte, pixels == NULL);
-
+ intelImage->mt = intel_miptree_create_for_teximage(intel, intelObj,
+ intelImage,
+ pixels == NULL);
+
+ /* 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.
+ */
+ if (intelImage->mt) {
+ intel_miptree_release(intel, &intelObj->mt);
+ intel_miptree_reference(&intelObj->mt, intelImage->mt);
+ }
}
/* PBO fastpaths:
pixels, unpack, "glTexImage");
}
- intel_prepare_render(intel);
-
if (intelImage->mt) {
if (pixels != NULL) {
/* Flush any queued rendering with the texture before mapping. */
- if (drm_intel_bo_references(intel->batch->buf,
+ if (drm_intel_bo_references(intel->batch.bo,
intelImage->mt->region->buffer)) {
- intelFlush(ctx);
+ intel_flush(ctx);
}
texImage->Data = intel_miptree_image_map(intel,
intelImage->mt,
assert(dims != 3);
}
else {
- dstRowStride = postConvWidth * texelBytes;
- sizeInBytes = depth * dstRowStride * postConvHeight;
+ dstRowStride = width * texelBytes;
+ sizeInBytes = depth * dstRowStride * height;
}
texImage->Data = _mesa_alloc_texmemory(sizeInBytes);
_mesa_unmap_teximage_pbo(ctx, unpack);
+ if (intel->must_use_separate_stencil
+ && texImage->TexFormat == MESA_FORMAT_S8_Z24) {
+ intel_tex_image_s8z24_create_renderbuffers(intel, intelImage);
+ intel_tex_image_s8z24_scatter(intel, intelImage);
+ }
+
if (intelImage->mt) {
if (pixels != NULL)
intel_miptree_image_unmap(intel, intelImage->mt);
static void
-intelTexImage3D(GLcontext * ctx,
+intelTexImage3D(struct gl_context * ctx,
GLenum target, GLint level,
GLint internalFormat,
GLint width, GLint height, GLint depth,
static void
-intelTexImage2D(GLcontext * ctx,
+intelTexImage2D(struct gl_context * ctx,
GLenum target, GLint level,
GLint internalFormat,
GLint width, GLint height, GLint border,
static void
-intelTexImage1D(GLcontext * ctx,
+intelTexImage1D(struct gl_context * ctx,
GLenum target, GLint level,
GLint internalFormat,
GLint width, GLint border,
static void
-intelCompressedTexImage2D( GLcontext *ctx, GLenum target, GLint level,
+intelCompressedTexImage2D( struct gl_context *ctx, GLenum target, GLint level,
GLint internalFormat,
GLint width, GLint height, GLint border,
GLsizei imageSize, const GLvoid *data,
* then unmap it.
*/
static void
-intel_get_tex_image(GLcontext * ctx, GLenum target, GLint level,
+intel_get_tex_image(struct gl_context * ctx, GLenum target, GLint level,
GLenum format, GLenum type, GLvoid * pixels,
struct gl_texture_object *texObj,
struct gl_texture_image *texImage, GLboolean compressed)
* make sure rendering is complete.
* We could probably predicate this on texObj->_RenderToTexture
*/
- intelFlush(ctx);
+ intel_flush(ctx);
/* Map */
if (intelImage->mt) {
assert(intelImage->base.Data);
}
+ if (intelImage->stencil_rb) {
+ /*
+ * The texture has packed depth/stencil format, but uses separate
+ * stencil. The texture's embedded stencil buffer contains the real
+ * stencil data, so copy that into the miptree.
+ */
+ intel_tex_image_s8z24_gather(intel, intelImage);
+ }
if (compressed) {
_mesa_get_compressed_teximage(ctx, target, level, pixels,
static void
-intelGetTexImage(GLcontext * ctx, GLenum target, GLint level,
+intelGetTexImage(struct gl_context * ctx, GLenum target, GLint level,
GLenum format, GLenum type, GLvoid * pixels,
struct gl_texture_object *texObj,
struct gl_texture_image *texImage)
static void
-intelGetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level,
+intelGetCompressedTexImage(struct gl_context *ctx, GLenum target, GLint level,
GLvoid *pixels,
struct gl_texture_object *texObj,
struct gl_texture_image *texImage)
{
struct gl_framebuffer *fb = dPriv->driverPrivate;
struct intel_context *intel = pDRICtx->driverPrivate;
- GLcontext *ctx = &intel->ctx;
+ struct gl_context *ctx = &intel->ctx;
struct intel_texture_object *intelObj;
struct intel_texture_image *intelImage;
struct intel_mipmap_tree *mt;
struct gl_texture_object *texObj;
struct gl_texture_image *texImage;
int level = 0, internalFormat;
+ gl_format texFormat;
texObj = _mesa_get_current_tex_object(ctx, target);
intelObj = intel_texture_object(texObj);
if (!intelObj)
return;
- if (dPriv->lastStamp != dPriv->dri2.stamp)
+ if (dPriv->lastStamp != dPriv->dri2.stamp ||
+ !pDRICtx->driScreenPriv->dri2.useInvalidate)
intel_update_renderbuffers(pDRICtx, dPriv);
rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
if (rb->region == NULL)
return;
- if (texture_format == __DRI_TEXTURE_FORMAT_RGB)
+ if (texture_format == __DRI_TEXTURE_FORMAT_RGB) {
internalFormat = GL_RGB;
- else
+ texFormat = MESA_FORMAT_XRGB8888;
+ }
+ else {
internalFormat = GL_RGBA;
+ texFormat = MESA_FORMAT_ARGB8888;
+ }
- mt = intel_miptree_create_for_region(intel, target,
- internalFormat,
- 0, 0, rb->region, 1, 0);
+ mt = intel_miptree_create_for_region(intel, target, texFormat,
+ rb->region, 1);
if (mt == NULL)
return;
intel_miptree_release(intel, &intelObj->mt);
intelObj->mt = mt;
+
_mesa_init_teximage_fields(&intel->ctx, target, texImage,
rb->region->width, rb->region->height, 1,
- 0, internalFormat);
+ 0, internalFormat, texFormat);
- intelImage->face = target_to_face(target);
+ intelImage->face = _mesa_tex_target_to_face(target);
intelImage->level = level;
- if (texture_format == __DRI_TEXTURE_FORMAT_RGB)
- texImage->TexFormat = MESA_FORMAT_XRGB8888;
- else
- texImage->TexFormat = MESA_FORMAT_ARGB8888;
texImage->RowStride = rb->region->pitch;
intel_miptree_reference(&intelImage->mt, intelObj->mt);
#if FEATURE_OES_EGL_image
static void
-intel_image_target_texture_2d(GLcontext *ctx, GLenum target,
+intel_image_target_texture_2d(struct gl_context *ctx, GLenum target,
struct gl_texture_object *texObj,
struct gl_texture_image *texImage,
GLeglImageOES image_handle)
__DRIimage *image;
screen = intel->intelScreen->driScrnPriv;
- image = screen->dri2.image->lookupEGLImage(intel->driContext, image_handle,
- intel->driContext->loaderPrivate);
+ image = screen->dri2.image->lookupEGLImage(screen, image_handle,
+ screen->loaderPrivate);
if (image == NULL)
return;
- mt = intel_miptree_create_for_region(intel, target,
- image->internal_format,
- 0, 0, image->region, 1, 0);
+ mt = intel_miptree_create_for_region(intel, target, image->format,
+ image->region, 1);
if (mt == NULL)
return;
intelObj->mt = mt;
_mesa_init_teximage_fields(&intel->ctx, target, texImage,
image->region->width, image->region->height, 1,
- 0, image->internal_format);
+ 0, image->internal_format, image->format);
- intelImage->face = target_to_face(target);
+ intelImage->face = _mesa_tex_target_to_face(target);
intelImage->level = 0;
- texImage->TexFormat = image->format;
texImage->RowStride = image->region->pitch;
intel_miptree_reference(&intelImage->mt, intelObj->mt);