/************************************************************************** * * 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. * **************************************************************************/ #ifndef INTEL_MIPMAP_TREE_H #define INTEL_MIPMAP_TREE_H #include #include "intel_regions.h" #include "intel_resolve_map.h" /* A layer on top of the intel_regions code which adds: * * - Code to size and layout a region to hold a set of mipmaps. * - Query to determine if a new image fits in an existing tree. * - More refcounting * - maybe able to remove refcounting from intel_region? * - ? * * The fixed mipmap layout of intel hardware where one offset * specifies the position of all images in a mipmap hierachy * complicates the implementation of GL texture image commands, * compared to hardware where each image is specified with an * independent offset. * * In an ideal world, each texture object would be associated with a * single bufmgr buffer or 2d intel_region, and all the images within * the texture object would slot into the tree as they arrive. The * reality can be a little messier, as images can arrive from the user * with sizes that don't fit in the existing tree, or in an order * where the tree layout cannot be guessed immediately. * * This structure encodes an idealized mipmap tree. The GL image * commands build these where possible, otherwise store the images in * temporary system buffers. */ struct intel_resolve_map; struct intel_texture_image; struct intel_miptree_map { /** Bitfield of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT, GL_MAP_INVALIDATE_BIT */ GLbitfield mode; /** Region of interest for the map. */ int x, y, w, h; /** Possibly malloced temporary buffer for the mapping. */ void *buffer; /** Possible pointer to a BO temporary for the mapping. */ drm_intel_bo *bo; /** Pointer to the start of (map_x, map_y) returned by the mapping. */ void *ptr; /** Stride of the mapping. */ int stride; }; /** * Describes the location of each texture image within a texture region. */ struct intel_mipmap_level { /** Offset to this miptree level, used in computing x_offset. */ GLuint level_x; /** Offset to this miptree level, used in computing y_offset. */ GLuint level_y; GLuint width; GLuint height; /** * \brief Number of 2D slices in this miplevel. * * The exact semantics of depth varies according to the texture target: * - For GL_TEXTURE_CUBE_MAP, depth is 6. * - For GL_TEXTURE_2D_ARRAY, depth is the number of array slices. It is * identical for all miplevels in the texture. * - For GL_TEXTURE_3D, it is the texture's depth at this miplevel. Its * value, like width and height, varies with miplevel. * - For other texture types, depth is 1. */ GLuint depth; /** * \brief List of 2D images in this mipmap level. * * This may be a list of cube faces, array slices in 2D array texture, or * layers in a 3D texture. The list's length is \c depth. */ struct intel_mipmap_slice { /** * \name Offset to slice * \{ * * Hardware formats are so diverse that that there is no unified way to * compute the slice offsets, so we store them in this table. * * The (x, y) offset to slice \c s at level \c l relative the miptrees * base address is * \code * x = mt->level[l].slice[s].x_offset * y = mt->level[l].slice[s].y_offset */ GLuint x_offset; GLuint y_offset; /** \} */ /** * Pointer to mapping information, present across * intel_tex_image_map()/unmap of the slice. */ struct intel_miptree_map *map; } *slice; }; struct intel_mipmap_tree { /* Effectively the key: */ GLenum target; /** * Generally, this is just the same as the gl_texture_image->TexFormat or * gl_renderbuffer->Format. * * However, for textures and renderbuffers with packed depth/stencil formats * on hardware where we want or need to use separate stencil, there will be * two miptrees for storing the data. If the depthstencil texture or rb is * MESA_FORMAT_Z32_FLOAT_X24S8, then mt->format will be * MESA_FORMAT_Z32_FLOAT, otherwise for MESA_FORMAT_S8_Z24 objects it will be * MESA_FORMAT_S8_Z24. */ gl_format format; /** * The X offset of each image in the miptree must be aligned to this. See * the "Alignment Unit Size" section of the BSpec. */ unsigned int align_w; unsigned int align_h; /**< \see align_w */ GLuint first_level; GLuint last_level; GLuint width0, height0, depth0; /**< Level zero image dimensions */ GLuint cpp; bool compressed; /* Derived from the above: */ GLuint total_width; GLuint total_height; /* Includes image offset tables: */ struct intel_mipmap_level level[MAX_TEXTURE_LEVELS]; /* The data is held here: */ struct intel_region *region; /** * \brief HiZ miptree * * This is non-null only if HiZ is enabled for this miptree. * * \see intel_miptree_alloc_hiz() */ struct intel_mipmap_tree *hiz_mt; /** * \brief Map of miptree slices to needed resolves. * * This is used only when the miptree has a child HiZ miptree. * * Let \c mt be a depth miptree with HiZ enabled. Then the resolve map is * \c mt->hiz_map. The resolve map of the child HiZ miptree, \c * mt->hiz_mt->hiz_map, is unused. */ struct intel_resolve_map hiz_map; /** * \brief Stencil miptree for depthstencil textures. * * This miptree is used for depthstencil textures and renderbuffers that * require separate stencil. It always has the true copy of the stencil * bits, regardless of mt->format. * * \see intel_miptree_map_depthstencil() * \see intel_miptree_unmap_depthstencil() */ struct intel_mipmap_tree *stencil_mt; /* These are also refcounted: */ GLuint refcount; }; struct intel_mipmap_tree *intel_miptree_create(struct intel_context *intel, GLenum target, gl_format format, GLuint first_level, GLuint last_level, GLuint width0, GLuint height0, GLuint depth0, bool expect_accelerated_upload); struct intel_mipmap_tree * intel_miptree_create_for_region(struct intel_context *intel, GLenum target, gl_format format, struct intel_region *region); /** * Create a miptree appropriate as the storage for a non-texture renderbuffer. * The miptree has the following properties: * - The target is GL_TEXTURE_2D. * - There are no levels other than the base level 0. * - Depth is 1. */ struct intel_mipmap_tree* intel_miptree_create_for_renderbuffer(struct intel_context *intel, gl_format format, uint32_t width, uint32_t height); /** \brief Assert that the level and layer are valid for the miptree. */ static inline void intel_miptree_check_level_layer(struct intel_mipmap_tree *mt, uint32_t level, uint32_t layer) { assert(level >= mt->first_level); assert(level <= mt->last_level); assert(layer < mt->level[level].depth); } int intel_miptree_pitch_align (struct intel_context *intel, struct intel_mipmap_tree *mt, uint32_t tiling, int pitch); void intel_miptree_reference(struct intel_mipmap_tree **dst, struct intel_mipmap_tree *src); void intel_miptree_release(struct intel_mipmap_tree **mt); /* Check if an image fits an existing mipmap tree layout */ bool intel_miptree_match_image(struct intel_mipmap_tree *mt, struct gl_texture_image *image); void intel_miptree_get_image_offset(struct intel_mipmap_tree *mt, GLuint level, GLuint face, GLuint depth, GLuint *x, GLuint *y); void intel_miptree_get_dimensions_for_image(struct gl_texture_image *image, int *width, int *height, int *depth); void intel_miptree_set_level_info(struct intel_mipmap_tree *mt, GLuint level, GLuint x, GLuint y, GLuint w, GLuint h, GLuint d); void intel_miptree_set_image_offset(struct intel_mipmap_tree *mt, GLuint level, GLuint img, GLuint x, GLuint y); void intel_miptree_copy_teximage(struct intel_context *intel, struct intel_texture_image *intelImage, struct intel_mipmap_tree *dst_mt); /** * Copy the stencil data from \c mt->stencil_mt->region to \c mt->region for * the given miptree slice. * * \see intel_mipmap_tree::stencil_mt */ void intel_miptree_s8z24_scatter(struct intel_context *intel, struct intel_mipmap_tree *mt, uint32_t level, uint32_t slice); /** * Copy the stencil data in \c mt->stencil_mt->region to \c mt->region for the * given miptree slice. * * \see intel_mipmap_tree::stencil_mt */ void intel_miptree_s8z24_gather(struct intel_context *intel, struct intel_mipmap_tree *mt, uint32_t level, uint32_t layer); /** * \name Miptree HiZ functions * \{ * * It is safe to call the "slice_set_need_resolve" and "slice_resolve" * functions on a miptree without HiZ. In that case, each function is a no-op. */ /** * \brief Allocate the miptree's embedded HiZ miptree. * \see intel_mipmap_tree:hiz_mt * \return false if allocation failed */ bool intel_miptree_alloc_hiz(struct intel_context *intel, struct intel_mipmap_tree *mt); void intel_miptree_slice_set_needs_hiz_resolve(struct intel_mipmap_tree *mt, uint32_t level, uint32_t depth); void intel_miptree_slice_set_needs_depth_resolve(struct intel_mipmap_tree *mt, uint32_t level, uint32_t depth); void intel_miptree_all_slices_set_need_hiz_resolve(struct intel_mipmap_tree *mt); void intel_miptree_all_slices_set_need_depth_resolve(struct intel_mipmap_tree *mt); /** * \return false if no resolve was needed */ bool intel_miptree_slice_resolve_hiz(struct intel_context *intel, struct intel_mipmap_tree *mt, unsigned int level, unsigned int depth); /** * \return false if no resolve was needed */ bool intel_miptree_slice_resolve_depth(struct intel_context *intel, struct intel_mipmap_tree *mt, unsigned int level, unsigned int depth); /** * \return false if no resolve was needed */ bool intel_miptree_all_slices_resolve_hiz(struct intel_context *intel, struct intel_mipmap_tree *mt); /** * \return false if no resolve was needed */ bool intel_miptree_all_slices_resolve_depth(struct intel_context *intel, struct intel_mipmap_tree *mt); /**\}*/ /* i915_mipmap_tree.c: */ void i915_miptree_layout(struct intel_mipmap_tree *mt); void i945_miptree_layout(struct intel_mipmap_tree *mt); void brw_miptree_layout(struct intel_context *intel, struct intel_mipmap_tree *mt); void intel_miptree_map(struct intel_context *intel, struct intel_mipmap_tree *mt, unsigned int level, unsigned int slice, unsigned int x, unsigned int y, unsigned int w, unsigned int h, GLbitfield mode, void **out_ptr, int *out_stride); void intel_miptree_unmap(struct intel_context *intel, struct intel_mipmap_tree *mt, unsigned int level, unsigned int slice); #endif