/* * Copyright (C) 2008 Nicolai Haehnle. * * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial * portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * */ #include "r300_mipmap_tree.h" #include #include #include "main/simple_list.h" #include "main/texcompress.h" #include "main/texformat.h" #include "radeon_buffer.h" static GLuint r300_compressed_texture_size(GLcontext *ctx, GLsizei width, GLsizei height, GLsizei depth, GLuint mesaFormat) { GLuint size = _mesa_compressed_texture_size(ctx, width, height, depth, mesaFormat); if (mesaFormat == MESA_FORMAT_RGB_DXT1 || mesaFormat == MESA_FORMAT_RGBA_DXT1) { if (width + 3 < 8) /* width one block */ size = size * 4; else if (width + 3 < 16) size = size * 2; } else { /* DXT3/5, 16 bytes per block */ WARN_ONCE("DXT 3/5 suffers from multitexturing problems!\n"); if (width + 3 < 8) size = size * 2; } return size; } /** * Compute sizes and fill in offset and blit information for the given * image (determined by \p face and \p level). * * \param curOffset points to the offset at which the image is to be stored * and is updated by this function according to the size of the image. */ static void compute_tex_image_offset(r300_mipmap_tree *mt, GLuint face, GLuint level, GLuint* curOffset) { r300_mipmap_level *lvl = &mt->levels[level]; /* Find image size in bytes */ if (mt->compressed) { /* TODO: Is this correct? Need test cases for compressed textures! */ GLuint align; if (mt->target == GL_TEXTURE_RECTANGLE_NV) align = 64 / mt->bpp; else align = 32 / mt->bpp; lvl->rowstride = (lvl->width + align - 1) & ~(align - 1); lvl->size = r300_compressed_texture_size(mt->r300->radeon.glCtx, lvl->width, lvl->height, lvl->depth, mt->compressed); } else if (mt->target == GL_TEXTURE_RECTANGLE_NV) { lvl->rowstride = (lvl->width * mt->bpp + 63) & ~63; lvl->size = lvl->rowstride * lvl->height; } else if (mt->tilebits & R300_TXO_MICRO_TILE) { /* tile pattern is 16 bytes x2. mipmaps stay 32 byte aligned, * though the actual offset may be different (if texture is less than * 32 bytes width) to the untiled case */ lvl->rowstride = (lvl->width * mt->bpp * 2 + 31) & ~31; lvl->size = lvl->rowstride * ((lvl->height + 1) / 2) * lvl->depth; } else { lvl->rowstride = (lvl->width * mt->bpp + 31) & ~31; lvl->size = lvl->rowstride * lvl->height * lvl->depth; } assert(lvl->size > 0); /* All images are aligned to a 32-byte offset */ *curOffset = (*curOffset + 0x1f) & ~0x1f; lvl->faces[face].offset = *curOffset; *curOffset += lvl->size; } static GLuint minify(GLuint size, GLuint levels) { size = size >> levels; if (size < 1) size = 1; return size; } static void calculate_miptree_layout(r300_mipmap_tree *mt) { GLuint curOffset; GLuint numLevels; GLuint i; numLevels = mt->lastLevel - mt->firstLevel + 1; assert(numLevels <= RADEON_MAX_TEXTURE_LEVELS); curOffset = 0; for(i = 0; i < numLevels; i++) { GLuint face; mt->levels[i].width = minify(mt->width0, i); mt->levels[i].height = minify(mt->height0, i); mt->levels[i].depth = minify(mt->depth0, i); for(face = 0; face < mt->faces; face++) compute_tex_image_offset(mt, face, i, &curOffset); } /* Note the required size in memory */ mt->totalsize = (curOffset + RADEON_OFFSET_MASK) & ~RADEON_OFFSET_MASK; } /** * Create a new mipmap tree, calculate its layout and allocate memory. */ r300_mipmap_tree* r300_miptree_create(r300ContextPtr rmesa, r300TexObj *t, GLenum target, GLuint firstLevel, GLuint lastLevel, GLuint width0, GLuint height0, GLuint depth0, GLuint bpp, GLuint tilebits, GLuint compressed) { r300_mipmap_tree *mt = CALLOC_STRUCT(_r300_mipmap_tree); mt->r300 = rmesa; mt->refcount = 1; mt->t = t; mt->target = target; mt->faces = (target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; mt->firstLevel = firstLevel; mt->lastLevel = lastLevel; mt->width0 = width0; mt->height0 = height0; mt->depth0 = depth0; mt->bpp = bpp; mt->tilebits = tilebits; mt->compressed = compressed; calculate_miptree_layout(mt); mt->bo = radeon_bo_open(rmesa->radeon.radeonScreen->bom, 0, mt->totalsize, 1024, RADEON_GEM_DOMAIN_VRAM, 0); return mt; } void r300_miptree_reference(r300_mipmap_tree *mt) { mt->refcount++; assert(mt->refcount > 0); } void r300_miptree_unreference(r300_mipmap_tree *mt) { if (!mt) return; assert(mt->refcount > 0); mt->refcount--; if (!mt->refcount) { radeon_bo_unref(mt->bo); free(mt); } } static void calculate_first_last_level(struct gl_texture_object *tObj, GLuint *pfirstLevel, GLuint *plastLevel) { 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 { 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 */ } break; case GL_TEXTURE_RECTANGLE_NV: case GL_TEXTURE_4D_SGIS: firstLevel = lastLevel = 0; break; default: return; } /* save these values */ *pfirstLevel = firstLevel; *plastLevel = lastLevel; } /** * Checks whether the given miptree can hold the given texture image at the * given face and level. */ GLboolean r300_miptree_matches_image(r300_mipmap_tree *mt, struct gl_texture_image *texImage, GLuint face, GLuint level) { r300_mipmap_level *lvl; if (face >= mt->faces || level < mt->firstLevel || level > mt->lastLevel) return GL_FALSE; if (texImage->TexFormat->TexelBytes != mt->bpp) return GL_FALSE; lvl = &mt->levels[level - mt->firstLevel]; if (lvl->width != texImage->Width || lvl->height != texImage->Height || lvl->depth != texImage->Depth) return GL_FALSE; return GL_TRUE; } /** * Checks whether the given miptree has the right format to store the given texture object. */ GLboolean r300_miptree_matches_texture(r300_mipmap_tree *mt, struct gl_texture_object *texObj) { struct gl_texture_image *firstImage; GLuint compressed; GLuint numfaces = 1; GLuint firstLevel, lastLevel; calculate_first_last_level(texObj, &firstLevel, &lastLevel); if (texObj->Target == GL_TEXTURE_CUBE_MAP) numfaces = 6; firstImage = texObj->Image[0][firstLevel]; compressed = firstImage->IsCompressed ? firstImage->TexFormat->MesaFormat : 0; return (mt->firstLevel == firstLevel && mt->lastLevel == lastLevel && mt->width0 == firstImage->Width && mt->height0 == firstImage->Height && mt->depth0 == firstImage->Depth && mt->bpp == firstImage->TexFormat->TexelBytes && mt->compressed == compressed); } /** * Try to allocate a mipmap tree for the given texture that will fit the * given image in the given position. */ void r300_try_alloc_miptree(r300ContextPtr rmesa, r300TexObj *t, struct gl_texture_image *texImage, GLuint face, GLuint level) { GLuint compressed = texImage->IsCompressed ? texImage->TexFormat->MesaFormat : 0; GLuint numfaces = 1; GLuint firstLevel, lastLevel; assert(!t->mt); calculate_first_last_level(&t->base, &firstLevel, &lastLevel); if (t->base.Target == GL_TEXTURE_CUBE_MAP) numfaces = 6; if (level != firstLevel || face >= numfaces) return; t->mt = r300_miptree_create(rmesa, t, t->base.Target, firstLevel, lastLevel, texImage->Width, texImage->Height, texImage->Depth, texImage->TexFormat->TexelBytes, t->tile_bits, compressed); }