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/**************************************************************************
*
* Copyright 2006 Tungsten Graphics, Inc., Cedar Park, Texas.
* 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, sub license, 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS 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 "intel_context.h"
#include "intel_mipmap_tree.h"
#include "intel_regions.h"
#include "dri_bufmgr.h"
#include "enums.h"
#include "imports.h"
#define FILE_DEBUG_FLAG DEBUG_MIPTREE
static GLenum target_to_target( 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 GL_TEXTURE_CUBE_MAP_ARB;
default:
return target;
}
}
struct intel_mipmap_tree *intel_miptree_create( struct intel_context *intel,
GLenum target,
GLenum internal_format,
GLuint first_level,
GLuint last_level,
GLuint width0,
GLuint height0,
GLuint depth0,
GLuint cpp,
GLboolean compressed)
{
GLboolean ok;
struct intel_mipmap_tree *mt = calloc(sizeof(*mt), 1);
if (INTEL_DEBUG & DEBUG_TEXTURE)
_mesa_printf("%s target %s format %s level %d..%d\n", __FUNCTION__,
_mesa_lookup_enum_by_nr(target),
_mesa_lookup_enum_by_nr(internal_format),
first_level,
last_level);
mt->target = target_to_target(target);
mt->internal_format = internal_format;
mt->first_level = first_level;
mt->last_level = last_level;
mt->width0 = width0;
mt->height0 = height0;
mt->depth0 = depth0;
mt->cpp = cpp;
mt->compressed = compressed;
switch (intel->intelScreen->deviceID) {
#if 0
case PCI_CHIP_I945_G:
ok = i945_miptree_layout( mt );
break;
case PCI_CHIP_I915_G:
case PCI_CHIP_I915_GM:
ok = i915_miptree_layout( mt );
break;
#endif
default:
if (INTEL_DEBUG & DEBUG_TEXTURE)
_mesa_printf("assuming BRW texture layouts\n");
ok = brw_miptree_layout( mt );
break;
}
if (ok)
mt->region = intel_region_alloc( intel,
mt->cpp,
mt->pitch,
mt->total_height );
if (!mt->region) {
free(mt);
return NULL;
}
return mt;
}
void intel_miptree_destroy( struct intel_context *intel,
struct intel_mipmap_tree *mt )
{
if (mt) {
GLuint i;
intel_region_release(intel, &(mt->region));
for (i = 0; i < MAX_TEXTURE_LEVELS; i++)
if (mt->level[i].image_offset)
free(mt->level[i].image_offset);
free(mt);
}
}
void intel_miptree_set_level_info(struct intel_mipmap_tree *mt,
GLuint level,
GLuint nr_images,
GLuint x, GLuint y,
GLuint w, GLuint h, GLuint d)
{
mt->level[level].width = w;
mt->level[level].height = h;
mt->level[level].depth = d;
mt->level[level].level_offset = (x + y * mt->pitch) * mt->cpp;
mt->level[level].nr_images = nr_images;
if (INTEL_DEBUG & DEBUG_TEXTURE)
_mesa_printf("%s level %d img size: %d,%d level_offset 0x%x\n", __FUNCTION__, level, w, h,
mt->level[level].level_offset);
/* Not sure when this would happen, but anyway:
*/
if (mt->level[level].image_offset) {
free(mt->level[level].image_offset);
mt->level[level].image_offset = NULL;
}
if (nr_images > 1) {
mt->level[level].image_offset = malloc(nr_images * sizeof(GLuint));
mt->level[level].image_offset[0] = 0;
}
}
void intel_miptree_set_image_offset(struct intel_mipmap_tree *mt,
GLuint level,
GLuint img,
GLuint x, GLuint y)
{
if (INTEL_DEBUG & DEBUG_TEXTURE)
_mesa_printf("%s level %d img %d pos %d,%d\n", __FUNCTION__, level, img, x, y);
if (img == 0)
assert(x == 0 && y == 0);
if (img > 0)
mt->level[level].image_offset[img] = (x + y * mt->pitch) * mt->cpp;
}
/* Although we use the image_offset[] array to store relative offsets
* to cube faces, Mesa doesn't know anything about this and expects
* each cube face to be treated as a separate image.
*
* These functions present that view to mesa:
*/
const GLuint *intel_miptree_depth_offsets(struct intel_mipmap_tree *mt,
GLuint level)
{
static const GLuint zero = 0;
if (mt->target != GL_TEXTURE_3D ||
mt->level[level].nr_images == 1)
return &zero;
else
return mt->level[level].image_offset;
}
GLuint intel_miptree_image_offset(struct intel_mipmap_tree *mt,
GLuint face,
GLuint level)
{
if (mt->target == GL_TEXTURE_CUBE_MAP_ARB)
return (mt->level[level].level_offset +
mt->level[level].image_offset[face]);
else
return mt->level[level].level_offset;
}
extern GLuint intel_compressed_alignment(GLenum);
/* Upload data for a particular image.
*/
GLboolean intel_miptree_image_data(struct intel_context *intel,
struct intel_mipmap_tree *dst,
GLuint face,
GLuint level,
const void *src,
GLuint src_row_pitch,
GLuint src_image_pitch)
{
GLuint depth = dst->level[level].depth;
GLuint dst_offset = intel_miptree_image_offset(dst, face, level);
const GLuint *dst_depth_offset = intel_miptree_depth_offsets(dst, level);
GLuint i;
GLuint width, height, alignment;
width = dst->level[level].width;
height = dst->level[level].height;
if (dst->compressed) {
alignment = intel_compressed_alignment(dst->internal_format);
src_row_pitch = ALIGN(src_row_pitch, alignment);
width = ALIGN(width, alignment);
height = (height + 3) / 4;
}
DBG("%s\n", __FUNCTION__);
for (i = 0; i < depth; i++) {
if (!intel_region_data(intel,
dst->region,
dst_offset + dst_depth_offset[i],
0,
0,
src,
src_row_pitch,
0, 0, /* source x,y */
width,
height))
return GL_FALSE;
src += src_image_pitch;
}
return GL_TRUE;
}
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