#include "main/glheader.h" #include "main/macros.h" #include "main/mtypes.h" #include "main/enums.h" #include "main/bufferobj.h" #include "main/convolve.h" #include "main/context.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_mipmap_tree.h" #include "intel_buffer_objects.h" #include "intel_batchbuffer.h" #include "intel_tex.h" #include "intel_blit.h" #include "intel_fbo.h" #define FILE_DEBUG_FLAG DEBUG_TEXTURE /* Functions to store texture images. Where possible, mipmap_tree's * will be created or further instantiated with image data, otherwise * images will be stored in malloc'd memory. A validation step is * required to pull those images into a mipmap tree, or otherwise * decide a fallback is required. */ 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). * * Otherwise, if max_level >= level >= min_level, create tree with * space for textures from min_level down to max_level. * * Otherwise, create tree with space for textures from (level * 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) { 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; 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->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; } /* 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) { lastLevel = firstLevel; } else { l2width = logbase2(width); l2height = logbase2(height); l2depth = logbase2(depth); lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth); } 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; } } /* There are actually quite a few combinations this will work for, * more than what I've listed here. */ static GLboolean check_pbo_format(GLint internalFormat, GLenum format, GLenum type, gl_format mesa_format) { switch (internalFormat) { case 4: case GL_RGBA: return (format == GL_BGRA && (type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_INT_8_8_8_8_REV) && mesa_format == MESA_FORMAT_ARGB8888); case 3: case GL_RGB: return (format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5 && mesa_format == MESA_FORMAT_RGB565); case GL_YCBCR_MESA: return (type == GL_UNSIGNED_SHORT_8_8_MESA || type == GL_UNSIGNED_BYTE); default: return GL_FALSE; } } /* XXX: Do this for TexSubImage also: */ static GLboolean try_pbo_upload(struct intel_context *intel, struct intel_texture_image *intelImage, const struct gl_pixelstore_attrib *unpack, GLint internalFormat, GLint width, GLint height, GLenum format, GLenum type, const void *pixels) { struct intel_buffer_object *pbo = intel_buffer_object(unpack->BufferObj); GLuint src_offset, src_stride; GLuint dst_offset, dst_stride; if (!_mesa_is_bufferobj(unpack->BufferObj) || intel->ctx._ImageTransferState || unpack->SkipPixels || unpack->SkipRows) { DBG("%s: failure 1\n", __FUNCTION__); return GL_FALSE; } /* note: potential 64-bit ptr to 32-bit int cast */ src_offset = (GLuint) (unsigned long) pixels; if (unpack->RowLength > 0) src_stride = unpack->RowLength; else src_stride = width; dst_offset = intel_miptree_image_offset(intelImage->mt, intelImage->face, intelImage->level); dst_stride = intelImage->mt->pitch; intelFlush(&intel->ctx); LOCK_HARDWARE(intel); { dri_bo *src_buffer = intel_bufferobj_buffer(intel, pbo, INTEL_READ); dri_bo *dst_buffer = intel_region_buffer(intel, intelImage->mt->region, INTEL_WRITE_FULL); if (!intelEmitCopyBlit(intel, intelImage->mt->cpp, src_stride, src_buffer, src_offset, GL_FALSE, dst_stride, dst_buffer, dst_offset, GL_FALSE, 0, 0, 0, 0, width, height, GL_COPY)) { UNLOCK_HARDWARE(intel); return GL_FALSE; } } UNLOCK_HARDWARE(intel); return GL_TRUE; } static GLboolean try_pbo_zcopy(struct intel_context *intel, struct intel_texture_image *intelImage, const struct gl_pixelstore_attrib *unpack, GLint internalFormat, GLint width, GLint height, GLenum format, GLenum type, const void *pixels) { struct intel_buffer_object *pbo = intel_buffer_object(unpack->BufferObj); GLuint src_offset, src_stride; GLuint dst_offset, dst_stride; if (!_mesa_is_bufferobj(unpack->BufferObj) || intel->ctx._ImageTransferState || unpack->SkipPixels || unpack->SkipRows) { DBG("%s: failure 1\n", __FUNCTION__); return GL_FALSE; } /* note: potential 64-bit ptr to 32-bit int cast */ src_offset = (GLuint) (unsigned long) pixels; if (unpack->RowLength > 0) src_stride = unpack->RowLength; else src_stride = width; dst_offset = intel_miptree_image_offset(intelImage->mt, intelImage->face, intelImage->level); dst_stride = intelImage->mt->pitch; if (src_stride != dst_stride || dst_offset != 0 || src_offset != 0) { DBG("%s: failure 2\n", __FUNCTION__); return GL_FALSE; } intel_region_attach_pbo(intel, intelImage->mt->region, pbo); return GL_TRUE; } static void intelTexImage(GLcontext * ctx, GLint dims, GLenum target, GLint level, GLint internalFormat, GLint width, GLint height, GLint depth, GLint border, GLenum format, GLenum type, const void *pixels, const struct gl_pixelstore_attrib *unpack, struct gl_texture_object *texObj, struct gl_texture_image *texImage, GLsizei imageSize, GLboolean compressed) { 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); intelFlush(ctx); intelImage->face = 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, intelImage->face, intelImage->level)) { 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(!intelImage->mt); if (intelObj->mt && intel_miptree_match_image(intelObj->mt, &intelImage->base, intelImage->face, intelImage->level)) { 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); } /* PBO fastpaths: */ if (dims <= 2 && intelImage->mt && _mesa_is_bufferobj(unpack->BufferObj) && check_pbo_format(internalFormat, format, type, intelImage->base.TexFormat)) { DBG("trying pbo upload\n"); /* Attempt to texture directly from PBO data (zero copy upload). * * Currently disable as it can lead to worse as well as better * performance (in particular when intel_region_cow() is * required). */ if (intelObj->mt == intelImage->mt && intelObj->mt->first_level == level && intelObj->mt->last_level == level) { if (try_pbo_zcopy(intel, intelImage, unpack, internalFormat, width, height, format, type, pixels)) { DBG("pbo zcopy upload succeeded\n"); return; } } /* Otherwise, attempt to use the blitter for PBO image uploads. */ if (try_pbo_upload(intel, intelImage, unpack, internalFormat, width, height, format, type, pixels)) { DBG("pbo upload succeeded\n"); return; } DBG("pbo upload failed\n"); } /* intelCopyTexImage calls this function with pixels == NULL, with * the expectation that the mipmap tree will be set up but nothing * more will be done. This is where those calls return: */ if (compressed) { pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels, unpack, "glCompressedTexImage"); } else { pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1, format, type, pixels, unpack, "glTexImage"); } LOCK_HARDWARE(intel); if (intelImage->mt) { if (pixels != NULL) texImage->Data = intel_miptree_image_map(intel, intelImage->mt, intelImage->face, intelImage->level, &dstRowStride, intelImage->base.ImageOffsets); texImage->RowStride = dstRowStride / intelImage->mt->cpp; } else { /* Allocate regular memory and store the image there temporarily. */ if (_mesa_is_format_compressed(texImage->TexFormat)) { sizeInBytes = _mesa_format_image_size(texImage->TexFormat, texImage->Width, texImage->Height, texImage->Depth); dstRowStride = _mesa_format_row_stride(texImage->TexFormat, width); assert(dims != 3); } else { dstRowStride = postConvWidth * texelBytes; sizeInBytes = depth * dstRowStride * postConvHeight; } texImage->Data = _mesa_alloc_texmemory(sizeInBytes); } DBG("Upload image %dx%dx%d row_len %d " "pitch %d pixels %d compressed %d\n", width, height, depth, width * texelBytes, dstRowStride, pixels ? 1 : 0, compressed); /* Copy data. Would like to know when it's ok for us to eg. use * the blitter to copy. Or, use the hardware to do the format * conversion and copy: */ if (pixels) { if (compressed) { if (intelImage->mt) { struct intel_region *dst = intelImage->mt->region; _mesa_copy_rect(texImage->Data, dst->cpp, dst->pitch, 0, 0, intelImage->mt->level[level].width, (intelImage->mt->level[level].height+3)/4, pixels, srcRowStride, 0, 0); } else { memcpy(texImage->Data, pixels, imageSize); } } else if (!_mesa_texstore(ctx, dims, texImage->_BaseFormat, texImage->TexFormat, texImage->Data, 0, 0, 0, /* dstX/Y/Zoffset */ dstRowStride, texImage->ImageOffsets, width, height, depth, format, type, pixels, unpack)) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); } } _mesa_unmap_teximage_pbo(ctx, unpack); if (intelImage->mt) { if (pixels != NULL) intel_miptree_image_unmap(intel, intelImage->mt); texImage->Data = NULL; } UNLOCK_HARDWARE(intel); } static void intelTexImage3D(GLcontext * ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint height, GLint depth, GLint border, GLenum format, GLenum type, const void *pixels, const struct gl_pixelstore_attrib *unpack, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { intelTexImage(ctx, 3, target, level, internalFormat, width, height, depth, border, format, type, pixels, unpack, texObj, texImage, 0, GL_FALSE); } static void intelTexImage2D(GLcontext * ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint height, GLint border, GLenum format, GLenum type, const void *pixels, const struct gl_pixelstore_attrib *unpack, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { intelTexImage(ctx, 2, target, level, internalFormat, width, height, 1, border, format, type, pixels, unpack, texObj, texImage, 0, GL_FALSE); } static void intelTexImage1D(GLcontext * ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint border, GLenum format, GLenum type, const void *pixels, const struct gl_pixelstore_attrib *unpack, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { intelTexImage(ctx, 1, target, level, internalFormat, width, 1, 1, border, format, type, pixels, unpack, texObj, texImage, 0, GL_FALSE); } static void intelCompressedTexImage2D( GLcontext *ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint height, GLint border, GLsizei imageSize, const GLvoid *data, struct gl_texture_object *texObj, struct gl_texture_image *texImage ) { intelTexImage(ctx, 2, target, level, internalFormat, width, height, 1, border, 0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, GL_TRUE); } /** * Need to map texture image into memory before copying image data, * then unmap it. */ static void intel_get_tex_image(GLcontext * ctx, GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels, struct gl_texture_object *texObj, struct gl_texture_image *texImage, GLboolean compressed) { struct intel_context *intel = intel_context(ctx); struct intel_texture_image *intelImage = intel_texture_image(texImage); /* If we're reading from a texture that has been rendered to, need to * make sure rendering is complete. * We could probably predicate this on texObj->_RenderToTexture */ intelFlush(ctx); /* Map */ if (intelImage->mt) { /* Image is stored in hardware format in a buffer managed by the * kernel. Need to explicitly map and unmap it. */ intelImage->base.Data = intel_miptree_image_map(intel, intelImage->mt, intelImage->face, intelImage->level, &intelImage->base.RowStride, intelImage->base.ImageOffsets); intelImage->base.RowStride /= intelImage->mt->cpp; } else { /* Otherwise, the image should actually be stored in * intelImage->base.Data. This is pretty confusing for * everybody, I'd much prefer to separate the two functions of * texImage->Data - storage for texture images in main memory * and access (ie mappings) of images. In other words, we'd * create a new texImage->Map field and leave Data simply for * storage. */ assert(intelImage->base.Data); } if (compressed) { _mesa_get_compressed_teximage(ctx, target, level, pixels, texObj, texImage); } else { _mesa_get_teximage(ctx, target, level, format, type, pixels, texObj, texImage); } /* Unmap */ if (intelImage->mt) { intel_miptree_image_unmap(intel, intelImage->mt); intelImage->base.Data = NULL; } } static void intelGetTexImage(GLcontext * ctx, GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { intel_get_tex_image(ctx, target, level, format, type, pixels, texObj, texImage, GL_FALSE); } static void intelGetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level, GLvoid *pixels, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { intel_get_tex_image(ctx, target, level, 0, 0, pixels, texObj, texImage, GL_TRUE); } void intelSetTexOffset(__DRIcontext *pDRICtx, GLint texname, unsigned long long offset, GLint depth, GLuint pitch) { struct intel_context *intel = pDRICtx->driverPrivate; struct gl_texture_object *tObj = _mesa_lookup_texture(&intel->ctx, texname); struct intel_texture_object *intelObj = intel_texture_object(tObj); if (!intelObj) return; if (intelObj->mt) intel_miptree_release(intel, &intelObj->mt); intelObj->imageOverride = GL_TRUE; intelObj->depthOverride = depth; intelObj->pitchOverride = pitch; if (offset) intelObj->textureOffset = offset; } void intelSetTexBuffer2(__DRIcontext *pDRICtx, GLint target, GLint glx_texture_format, __DRIdrawable *dPriv) { struct intel_framebuffer *intel_fb = dPriv->driverPrivate; struct intel_context *intel = pDRICtx->driverPrivate; struct intel_texture_object *intelObj; struct intel_texture_image *intelImage; struct intel_mipmap_tree *mt; struct intel_renderbuffer *rb; struct gl_texture_unit *texUnit; struct gl_texture_object *texObj; struct gl_texture_image *texImage; int level = 0, type, format, internalFormat; texUnit = &intel->ctx.Texture.Unit[intel->ctx.Texture.CurrentUnit]; texObj = _mesa_select_tex_object(&intel->ctx, texUnit, target); intelObj = intel_texture_object(texObj); if (!intelObj) return; intel_update_renderbuffers(pDRICtx, dPriv); rb = intel_fb->color_rb[0]; /* If the region isn't set, then intel_update_renderbuffers was unable * to get the buffers for the drawable. */ if (rb->region == NULL) return; type = GL_BGRA; format = GL_UNSIGNED_BYTE; if (glx_texture_format == GLX_TEXTURE_FORMAT_RGB_EXT) internalFormat = GL_RGB; else internalFormat = GL_RGBA; mt = intel_miptree_create_for_region(intel, target, internalFormat, 0, 0, rb->region, 1, 0); if (mt == NULL) return; _mesa_lock_texture(&intel->ctx, texObj); texImage = _mesa_get_tex_image(&intel->ctx, texObj, target, level); intelImage = intel_texture_image(texImage); if (intelImage->mt) { intel_miptree_release(intel, &intelImage->mt); assert(!texImage->Data); } if (intelObj->mt) 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); intelImage->face = target_to_face(target); intelImage->level = level; texImage->RowStride = rb->region->pitch; intel_miptree_reference(&intelImage->mt, intelObj->mt); if (!intel_miptree_match_image(intelObj->mt, &intelImage->base, intelImage->face, intelImage->level)) { fprintf(stderr, "miptree doesn't match image\n"); } _mesa_unlock_texture(&intel->ctx, texObj); } void intelSetTexBuffer(__DRIcontext *pDRICtx, GLint target, __DRIdrawable *dPriv) { /* The old interface didn't have the format argument, so copy our * implementation's behavior at the time. */ intelSetTexBuffer2(pDRICtx, target, GLX_TEXTURE_FORMAT_RGBA_EXT, dPriv); } void intelInitTextureImageFuncs(struct dd_function_table *functions) { functions->TexImage1D = intelTexImage1D; functions->TexImage2D = intelTexImage2D; functions->TexImage3D = intelTexImage3D; functions->GetTexImage = intelGetTexImage; functions->CompressedTexImage2D = intelCompressedTexImage2D; functions->GetCompressedTexImage = intelGetCompressedTexImage; }