#include "main/mtypes.h" #include "main/macros.h" #include "intel_context.h" #include "intel_batchbuffer.h" #include "intel_mipmap_tree.h" #include "intel_tex.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. */ static void intel_calculate_first_last_level(struct intel_texture_object *intelObj) { 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; /* 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 { #ifdef I915 firstLevel = tObj->BaseLevel + (GLint) (tObj->MinLod + 0.5); firstLevel = MAX2(firstLevel, tObj->BaseLevel); firstLevel = MIN2(firstLevel, tObj->BaseLevel + baseImage->MaxLog2); lastLevel = tObj->BaseLevel + (GLint) (tObj->MaxLod + 0.5); lastLevel = MAX2(lastLevel, tObj->BaseLevel); lastLevel = MIN2(lastLevel, tObj->BaseLevel + baseImage->MaxLog2); lastLevel = MIN2(lastLevel, tObj->MaxLevel); lastLevel = MAX2(firstLevel, lastLevel); /* need at least one level */ #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 */ #endif } break; case GL_TEXTURE_RECTANGLE_NV: case GL_TEXTURE_4D_SGIS: firstLevel = lastLevel = 0; break; default: return; } /* save these values */ intelObj->firstLevel = firstLevel; intelObj->lastLevel = lastLevel; } /** * Copies the image's contents at its level into the object's miptree, * and updates the image to point at the object's miptree. */ static void copy_image_data_to_tree(struct intel_context *intel, struct intel_texture_object *intelObj, struct intel_texture_image *intelImage) { if (intelImage->mt) { /* Copy potentially with the blitter: */ intel_miptree_image_copy(intel, intelObj->mt, intelImage->face, intelImage->level, intelImage->mt); intel_miptree_release(intel, &intelImage->mt); } else { assert(intelImage->base.Data != NULL); /* More straightforward upload. */ intel_miptree_image_data(intel, intelObj->mt, intelImage->face, intelImage->level, intelImage->base.Data, intelImage->base.RowStride, intelImage->base.RowStride * intelImage->base.Height); _mesa_align_free(intelImage->base.Data); intelImage->base.Data = NULL; } intel_miptree_reference(&intelImage->mt, intelObj->mt); } /* */ GLuint intel_finalize_mipmap_tree(struct intel_context *intel, GLuint unit) { struct gl_texture_object *tObj = intel->ctx.Texture.Unit[unit]._Current; struct intel_texture_object *intelObj = intel_texture_object(tObj); int comp_byte = 0; int cpp; GLuint face, i; GLuint nr_faces = 0; struct intel_texture_image *firstImage; /* We know/require this is true by now: */ assert(intelObj->base._Complete); /* What levels must the tree include at a minimum? */ intel_calculate_first_last_level(intelObj); firstImage = intel_texture_image(intelObj->base.Image[0][intelObj->firstLevel]); /* Fallback case: */ if (firstImage->base.Border) { if (intelObj->mt) { intel_miptree_release(intel, &intelObj->mt); } return GL_FALSE; } /* If both firstImage and intelObj have a tree which can contain * all active images, favour firstImage. Note that because of the * completeness requirement, we know that the image dimensions * will match. */ if (firstImage->mt && firstImage->mt != intelObj->mt && firstImage->mt->first_level <= intelObj->firstLevel && firstImage->mt->last_level >= intelObj->lastLevel) { if (intelObj->mt) intel_miptree_release(intel, &intelObj->mt); intel_miptree_reference(&intelObj->mt, firstImage->mt); } if (firstImage->base.IsCompressed) { comp_byte = intel_compressed_num_bytes(firstImage->base.TexFormat->MesaFormat); cpp = comp_byte; } else cpp = firstImage->base.TexFormat->TexelBytes; /* Check tree can hold all active levels. Check tree matches * target, imageFormat, etc. * * XXX: For some layouts (eg i945?), the test might have to be * first_level == firstLevel, as the tree isn't valid except at the * original start level. Hope to get around this by * programming minLod, maxLod, baseLevel into the hardware and * leaving the tree alone. */ if (intelObj->mt && (intelObj->mt->target != intelObj->base.Target || intelObj->mt->internal_format != firstImage->base.InternalFormat || intelObj->mt->first_level != intelObj->firstLevel || intelObj->mt->last_level != intelObj->lastLevel || intelObj->mt->width0 != firstImage->base.Width || intelObj->mt->height0 != firstImage->base.Height || intelObj->mt->depth0 != firstImage->base.Depth || intelObj->mt->cpp != cpp || intelObj->mt->compressed != firstImage->base.IsCompressed)) { intel_miptree_release(intel, &intelObj->mt); } /* May need to create a new tree: */ if (!intelObj->mt) { intelObj->mt = intel_miptree_create(intel, intelObj->base.Target, firstImage->base.InternalFormat, intelObj->firstLevel, intelObj->lastLevel, firstImage->base.Width, firstImage->base.Height, firstImage->base.Depth, cpp, comp_byte); } /* Pull in any images not in the object's tree: */ nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; for (face = 0; face < nr_faces; face++) { for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) { struct intel_texture_image *intelImage = intel_texture_image(intelObj->base.Image[face][i]); /* Need to import images in main memory or held in other trees. */ if (intelObj->mt != intelImage->mt) { copy_image_data_to_tree(intel, intelObj, intelImage); } } } return GL_TRUE; } void intel_tex_map_level_images(struct intel_context *intel, struct intel_texture_object *intelObj, int level) { GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; GLuint face; for (face = 0; face < nr_faces; face++) { struct intel_texture_image *intelImage = intel_texture_image(intelObj->base.Image[face][level]); if (intelImage->mt) { intelImage->base.Data = intel_miptree_image_map(intel, intelImage->mt, intelImage->face, intelImage->level, &intelImage->base.RowStride, intelImage->base.ImageOffsets); /* convert stride to texels, not bytes */ intelImage->base.RowStride /= intelImage->mt->cpp; /* intelImage->base.ImageStride /= intelImage->mt->cpp; */ } } } void intel_tex_unmap_level_images(struct intel_context *intel, struct intel_texture_object *intelObj, int level) { GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; GLuint face; for (face = 0; face < nr_faces; face++) { struct intel_texture_image *intelImage = intel_texture_image(intelObj->base.Image[face][level]); if (intelImage->mt) { intel_miptree_image_unmap(intel, intelImage->mt); intelImage->base.Data = NULL; } } } void intel_tex_map_images(struct intel_context *intel, struct intel_texture_object *intelObj) { int i; DBG("%s\n", __FUNCTION__); for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) intel_tex_map_level_images(intel, intelObj, i); } void intel_tex_unmap_images(struct intel_context *intel, struct intel_texture_object *intelObj) { int i; for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) intel_tex_unmap_level_images(intel, intelObj, i); }