#include "main/mtypes.h" #include "main/macros.h" #include "main/samplerobj.h" #include "intel_context.h" #include "intel_mipmap_tree.h" #include "intel_tex.h" #define FILE_DEBUG_FLAG DEBUG_TEXTURE /** * When validating, we only care about the texture images that could * be seen, so for non-mipmapped modes we want to ignore everything * but BaseLevel. */ static void intel_update_max_level(struct intel_context *intel, struct intel_texture_object *intelObj, struct gl_sampler_object *sampler) { struct gl_texture_object *tObj = &intelObj->base; if (sampler->MinFilter == GL_NEAREST || sampler->MinFilter == GL_LINEAR) { intelObj->_MaxLevel = tObj->BaseLevel; } else { intelObj->_MaxLevel = tObj->_MaxLevel; } } /** * 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_context *ctx = &intel->ctx; struct gl_texture_object *tObj = intel->ctx.Texture.Unit[unit]._Current; struct intel_texture_object *intelObj = intel_texture_object(tObj); struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit); 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_update_max_level(intel, intelObj, sampler); firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]); /* Fallback case: */ if (firstImage->base.Border) { if (intelObj->mt) { intel_miptree_release(intel, &intelObj->mt); } return GL_FALSE; } if (_mesa_is_format_compressed(firstImage->base.TexFormat)) { comp_byte = intel_compressed_num_bytes(firstImage->base.TexFormat); cpp = comp_byte; } else cpp = _mesa_get_format_bytes(firstImage->base.TexFormat); /* Check tree can hold all active levels. Check tree matches * target, imageFormat, etc. * * For pre-gen4, we have to match first_level == tObj->BaseLevel, * because we don't have the control that gen4 does to make min/mag * determination happen at a nonzero (hardware) baselevel. Because * of that, we just always relayout on baselevel change. */ if (intelObj->mt && (intelObj->mt->target != intelObj->base.Target || intelObj->mt->internal_format != firstImage->base.InternalFormat || intelObj->mt->first_level != tObj->BaseLevel || intelObj->mt->last_level < intelObj->_MaxLevel || 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 != _mesa_is_format_compressed(firstImage->base.TexFormat))) { 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._BaseFormat, firstImage->base.InternalFormat, tObj->BaseLevel, intelObj->_MaxLevel, firstImage->base.Width, firstImage->base.Height, firstImage->base.Depth, cpp, comp_byte, GL_TRUE); if (!intelObj->mt) return GL_FALSE; } /* 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 = tObj->BaseLevel; i <= intelObj->_MaxLevel; i++) { struct intel_texture_image *intelImage = intel_texture_image(intelObj->base.Image[face][i]); /* skip too small size mipmap */ if (intelImage == NULL) break; /* Need to import images in main memory or held in other trees. * If it's a render target, then its data isn't needed to be in * the object tree (otherwise we'd be FBO incomplete), and we need * to keep track of the image's MT as needing to be pulled in still, * or we'll lose the rendering that's done to it. */ if (intelObj->mt != intelImage->mt && !intelImage->used_as_render_target) { 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 && 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 && 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->base.BaseLevel; i <= intelObj->_MaxLevel; 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->base.BaseLevel; i <= intelObj->_MaxLevel; i++) intel_tex_unmap_level_images(intel, intelObj, i); }