#include "main/mtypes.h" #include "main/macros.h" #include "main/samplerobj.h" #include "main/texobj.h" #include "intel_context.h" #include "intel_mipmap_tree.h" #include "intel_blit.h" #include "intel_tex.h" #include "intel_tex_layout.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_texture_object *intelObj, struct gl_sampler_object *sampler) { struct gl_texture_object *tObj = &intelObj->base; int maxlevel; if (sampler->MinFilter == GL_NEAREST || sampler->MinFilter == GL_LINEAR) { maxlevel = tObj->BaseLevel; } else { maxlevel = tObj->_MaxLevel; } if (intelObj->_MaxLevel != maxlevel) { intelObj->_MaxLevel = maxlevel; intelObj->needs_validate = true; } } /* */ 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); GLuint face, i; GLuint nr_faces = 0; struct intel_texture_image *firstImage; int width, height, depth; /* TBOs require no validation -- they always just point to their BO. */ if (tObj->Target == GL_TEXTURE_BUFFER) return true; /* We know/require this is true by now: */ assert(intelObj->base._BaseComplete); /* What levels must the tree include at a minimum? */ intel_update_max_level(intelObj, sampler); if (intelObj->mt && intelObj->mt->first_level != tObj->BaseLevel) intelObj->needs_validate = true; if (!intelObj->needs_validate) return true; firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]); /* 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 && (!intel_miptree_match_image(intelObj->mt, &firstImage->base.Base) || intelObj->mt->first_level != tObj->BaseLevel || intelObj->mt->last_level < intelObj->_MaxLevel)) { intel_miptree_release(&intelObj->mt); } /* May need to create a new tree: */ if (!intelObj->mt) { intel_miptree_get_dimensions_for_image(&firstImage->base.Base, &width, &height, &depth); perf_debug("Creating new %s %dx%dx%d %d..%d miptree to handle finalized " "texture miptree.\n", _mesa_get_format_name(firstImage->base.Base.TexFormat), width, height, depth, tObj->BaseLevel, intelObj->_MaxLevel); intelObj->mt = intel_miptree_create(intel, intelObj->base.Target, firstImage->base.Base.TexFormat, tObj->BaseLevel, intelObj->_MaxLevel, width, height, depth, true, 0 /* num_samples */, false /* force_y_tiling */); if (!intelObj->mt) return false; } /* Pull in any images not in the object's tree: */ nr_faces = _mesa_num_tex_faces(intelObj->base.Target); 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; if (intelObj->mt != intelImage->mt) { intel_miptree_copy_teximage(intel, intelImage, intelObj->mt, false /* invalidate */); } /* After we're done, we'd better agree that our layout is * appropriate, or we'll end up hitting this function again on the * next draw */ assert(intel_miptree_match_image(intelObj->mt, &intelImage->base.Base)); } } intelObj->needs_validate = false; return true; } /** * \param mode bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT */ static void intel_tex_map_image_for_swrast(struct intel_context *intel, struct intel_texture_image *intel_image, GLbitfield mode) { int level; int face; struct intel_mipmap_tree *mt; unsigned int x, y; if (!intel_image || !intel_image->mt) return; level = intel_image->base.Base.Level; face = intel_image->base.Base.Face; mt = intel_image->mt; for (int i = 0; i < mt->level[level].depth; i++) intel_miptree_slice_resolve_depth(intel, mt, level, i); if (mt->target == GL_TEXTURE_3D || mt->target == GL_TEXTURE_2D_ARRAY || mt->target == GL_TEXTURE_1D_ARRAY) { int i; /* ImageOffsets[] is only used for swrast's fetch_texel_3d, so we can't * share code with the normal path. */ for (i = 0; i < mt->level[level].depth; i++) { intel_miptree_get_image_offset(mt, level, i, &x, &y); intel_image->base.ImageOffsets[i] = x + y * (mt->region->pitch / mt->region->cpp); } DBG("%s \n", __FUNCTION__); intel_image->base.Map = intel_miptree_map_raw(intel, mt); } else { assert(intel_image->base.Base.Depth == 1); intel_miptree_get_image_offset(mt, level, face, &x, &y); DBG("%s: (%d,%d) -> (%d, %d)/%d\n", __FUNCTION__, face, level, x, y, mt->region->pitch); intel_image->base.Map = intel_miptree_map_raw(intel, mt) + x * mt->cpp + y * mt->region->pitch; } assert(mt->region->pitch % mt->region->cpp == 0); intel_image->base.RowStride = mt->region->pitch / mt->region->cpp; } static void intel_tex_unmap_image_for_swrast(struct intel_context *intel, struct intel_texture_image *intel_image) { if (intel_image && intel_image->mt) { intel_miptree_unmap_raw(intel, intel_image->mt); intel_image->base.Map = NULL; } } /** * \param mode bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT */ void intel_tex_map_images(struct intel_context *intel, struct intel_texture_object *intelObj, GLbitfield mode) { GLuint nr_faces = _mesa_num_tex_faces(intelObj->base.Target); int i, face; DBG("%s\n", __FUNCTION__); for (i = intelObj->base.BaseLevel; i <= intelObj->_MaxLevel; i++) { for (face = 0; face < nr_faces; face++) { struct intel_texture_image *intel_image = intel_texture_image(intelObj->base.Image[face][i]); intel_tex_map_image_for_swrast(intel, intel_image, mode); } } } void intel_tex_unmap_images(struct intel_context *intel, struct intel_texture_object *intelObj) { GLuint nr_faces = _mesa_num_tex_faces(intelObj->base.Target); int i, face; for (i = intelObj->base.BaseLevel; i <= intelObj->_MaxLevel; i++) { for (face = 0; face < nr_faces; face++) { struct intel_texture_image *intel_image = intel_texture_image(intelObj->base.Image[face][i]); intel_tex_unmap_image_for_swrast(intel, intel_image); } } }