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|
/*
* Copyright 2000-2001 VA Linux Systems, Inc.
* (C) Copyright IBM Corporation 2002, 2003
* 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
* on 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
* VA LINUX SYSTEM, IBM AND/OR THEIR 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.
*
* Authors:
* Ian Romanick <idr@us.ibm.com>
* Keith Whitwell <keithw@tungstengraphics.com>
* Kevin E. Martin <kem@users.sourceforge.net>
* Gareth Hughes <gareth@nvidia.com>
*/
/** \file texmem.c
* Implements all of the device-independent texture memory management.
*
* Currently, only a simple LRU texture memory management policy is
* implemented. In the (hopefully very near) future, better policies will be
* implemented. The idea is that the DRI should be able to run in one of two
* modes. In the default mode the DRI will dynamically attempt to discover
* the best texture management policy for the running application. In the
* other mode, the user (via some sort of as yet TBD mechanism) will select
* a texture management policy that is known to work well with the
* application.
*/
#include "texmem.h"
#include "main/simple_list.h"
#include "main/imports.h"
#include "main/macros.h"
#include "main/texformat.h"
#include <assert.h>
static unsigned dummy_swap_counter;
/**
* Calculate \f$\log_2\f$ of a value. This is a particularly poor
* implementation of this function. However, since system performance is in
* no way dependent on this function, the slowness of the implementation is
* irrelevent.
*
* \param n Value whose \f$\log_2\f$ is to be calculated
*/
static GLuint
driLog2( GLuint n )
{
GLuint log2;
for ( log2 = 1 ; n > 1 ; log2++ ) {
n >>= 1;
}
return log2;
}
/**
* Determine if a texture is resident in textureable memory. Depending on
* the driver, this may or may not be on-card memory. It could be AGP memory
* or anyother type of memory from which the hardware can directly read
* texels.
*
* This function is intended to be used as the \c IsTextureResident function
* in the device's \c dd_function_table.
*
* \param ctx GL context pointer (currently unused)
* \param texObj Texture object to be tested
*/
GLboolean
driIsTextureResident( GLcontext * ctx,
struct gl_texture_object * texObj )
{
driTextureObject * t;
t = (driTextureObject *) texObj->DriverData;
return( (t != NULL) && (t->memBlock != NULL) );
}
/**
* (Re)initialize the global circular LRU list. The last element
* in the array (\a heap->nrRegions) is the sentinal. Keeping it
* at the end of the array allows the other elements of the array
* to be addressed rationally when looking up objects at a particular
* location in texture memory.
*
* \param heap Texture heap to be reset
*/
static void resetGlobalLRU( driTexHeap * heap )
{
drmTextureRegionPtr list = heap->global_regions;
unsigned sz = 1U << heap->logGranularity;
unsigned i;
for (i = 0 ; (i+1) * sz <= heap->size ; i++) {
list[i].prev = i-1;
list[i].next = i+1;
list[i].age = 0;
}
i--;
list[0].prev = heap->nrRegions;
list[i].prev = i-1;
list[i].next = heap->nrRegions;
list[heap->nrRegions].prev = i;
list[heap->nrRegions].next = 0;
heap->global_age[0] = 0;
}
/**
* Print out debugging information about the local texture LRU.
*
* \param heap Texture heap to be printed
* \param callername Name of calling function
*/
static void printLocalLRU( driTexHeap * heap, const char *callername )
{
driTextureObject *t;
unsigned sz = 1U << heap->logGranularity;
fprintf( stderr, "%s in %s:\nLocal LRU, heap %d:\n",
__FUNCTION__, callername, heap->heapId );
foreach ( t, &heap->texture_objects ) {
if (!t->memBlock)
continue;
if (!t->tObj) {
fprintf( stderr, "Placeholder (%p) %d at 0x%x sz 0x%x\n",
(void *)t,
t->memBlock->ofs / sz,
t->memBlock->ofs,
t->memBlock->size );
} else {
fprintf( stderr, "Texture (%p) at 0x%x sz 0x%x\n",
(void *)t,
t->memBlock->ofs,
t->memBlock->size );
}
}
foreach ( t, heap->swapped_objects ) {
if (!t->tObj) {
fprintf( stderr, "Swapped Placeholder (%p)\n", (void *)t );
} else {
fprintf( stderr, "Swapped Texture (%p)\n", (void *)t );
}
}
fprintf( stderr, "\n" );
}
/**
* Print out debugging information about the global texture LRU.
*
* \param heap Texture heap to be printed
* \param callername Name of calling function
*/
static void printGlobalLRU( driTexHeap * heap, const char *callername )
{
drmTextureRegionPtr list = heap->global_regions;
unsigned int i, j;
fprintf( stderr, "%s in %s:\nGlobal LRU, heap %d list %p:\n",
__FUNCTION__, callername, heap->heapId, (void *)list );
for ( i = 0, j = heap->nrRegions ; i < heap->nrRegions ; i++ ) {
fprintf( stderr, "list[%d] age %d next %d prev %d in_use %d\n",
j, list[j].age, list[j].next, list[j].prev, list[j].in_use );
j = list[j].next;
if ( j == heap->nrRegions ) break;
}
if ( j != heap->nrRegions ) {
fprintf( stderr, "Loop detected in global LRU\n" );
for ( i = 0 ; i < heap->nrRegions ; i++ ) {
fprintf( stderr, "list[%d] age %d next %d prev %d in_use %d\n",
i, list[i].age, list[i].next, list[i].prev, list[i].in_use );
}
}
fprintf( stderr, "\n" );
}
/**
* Called by the client whenever it touches a local texture.
*
* \param t Texture object that the client has accessed
*/
void driUpdateTextureLRU( driTextureObject * t )
{
driTexHeap * heap;
drmTextureRegionPtr list;
unsigned shift;
unsigned start;
unsigned end;
unsigned i;
heap = t->heap;
if ( heap != NULL ) {
shift = heap->logGranularity;
start = t->memBlock->ofs >> shift;
end = (t->memBlock->ofs + t->memBlock->size - 1) >> shift;
heap->local_age = ++heap->global_age[0];
list = heap->global_regions;
/* Update the context's local LRU
*/
move_to_head( & heap->texture_objects, t );
for (i = start ; i <= end ; i++) {
list[i].age = heap->local_age;
/* remove_from_list(i)
*/
list[(unsigned)list[i].next].prev = list[i].prev;
list[(unsigned)list[i].prev].next = list[i].next;
/* insert_at_head(list, i)
*/
list[i].prev = heap->nrRegions;
list[i].next = list[heap->nrRegions].next;
list[(unsigned)list[heap->nrRegions].next].prev = i;
list[heap->nrRegions].next = i;
}
if ( 0 ) {
printGlobalLRU( heap, __FUNCTION__ );
printLocalLRU( heap, __FUNCTION__ );
}
}
}
/**
* Keep track of swapped out texture objects.
*
* \param t Texture object to be "swapped" out of its texture heap
*/
void driSwapOutTextureObject( driTextureObject * t )
{
unsigned face;
if ( t->memBlock != NULL ) {
assert( t->heap != NULL );
mmFreeMem( t->memBlock );
t->memBlock = NULL;
if (t->timestamp > t->heap->timestamp)
t->heap->timestamp = t->timestamp;
t->heap->texture_swaps[0]++;
move_to_tail( t->heap->swapped_objects, t );
t->heap = NULL;
}
else {
assert( t->heap == NULL );
}
for ( face = 0 ; face < 6 ; face++ ) {
t->dirty_images[face] = ~0;
}
}
/**
* Destroy hardware state associated with texture \a t. Calls the
* \a destroy_texture_object method associated with the heap from which
* \a t was allocated.
*
* \param t Texture object to be destroyed
*/
void driDestroyTextureObject( driTextureObject * t )
{
driTexHeap * heap;
if ( 0 ) {
fprintf( stderr, "[%s:%d] freeing %p (tObj = %p, DriverData = %p)\n",
__FILE__, __LINE__,
(void *)t,
(void *)((t != NULL) ? t->tObj : NULL),
(void *)((t != NULL && t->tObj != NULL) ? t->tObj->DriverData : NULL ));
}
if ( t != NULL ) {
if ( t->memBlock ) {
heap = t->heap;
assert( heap != NULL );
heap->texture_swaps[0]++;
mmFreeMem( t->memBlock );
t->memBlock = NULL;
if (t->timestamp > t->heap->timestamp)
t->heap->timestamp = t->timestamp;
heap->destroy_texture_object( heap->driverContext, t );
t->heap = NULL;
}
if ( t->tObj != NULL ) {
assert( t->tObj->DriverData == t );
t->tObj->DriverData = NULL;
}
remove_from_list( t );
FREE( t );
}
if ( 0 ) {
fprintf( stderr, "[%s:%d] done freeing %p\n", __FILE__, __LINE__, (void *)t );
}
}
/**
* Update the local heap's representation of texture memory based on
* data in the SAREA. This is done each time it is detected that some other
* direct rendering client has held the lock. This pertains to both our local
* textures and the textures belonging to other clients. Keep track of other
* client's textures by pushing a placeholder texture onto the LRU list --
* these are denoted by \a tObj being \a NULL.
*
* \param heap Heap whose state is to be updated
* \param offset Byte offset in the heap that has been stolen
* \param size Size, in bytes, of the stolen block
* \param in_use Non-zero if the block is pinned/reserved by the kernel
*/
static void driTexturesGone( driTexHeap * heap, int offset, int size,
int in_use )
{
driTextureObject * t;
driTextureObject * tmp;
foreach_s ( t, tmp, & heap->texture_objects ) {
if ( (t->memBlock->ofs < (offset + size))
&& ((t->memBlock->ofs + t->memBlock->size) > offset) ) {
/* It overlaps - kick it out. If the texture object is just a
* place holder, then destroy it all together. Otherwise, mark
* it as being swapped out.
*/
if ( t->tObj != NULL ) {
driSwapOutTextureObject( t );
}
else {
driDestroyTextureObject( t );
}
}
}
{
t = (driTextureObject *) CALLOC( heap->texture_object_size );
if ( t == NULL ) return;
t->memBlock = mmAllocMem( heap->memory_heap, size, 0, offset );
if ( t->memBlock == NULL ) {
fprintf( stderr, "Couldn't alloc placeholder: heap %u sz %x ofs %x\n", heap->heapId,
(int)size, (int)offset );
mmDumpMemInfo( heap->memory_heap );
FREE(t);
return;
}
t->heap = heap;
if (in_use)
t->reserved = 1;
insert_at_head( & heap->texture_objects, t );
}
}
/**
* Called by the client on lock contention to determine whether textures have
* been stolen. If another client has modified a region in which we have
* textures, then we need to figure out which of our textures have been
* removed and update our global LRU.
*
* \param heap Texture heap to be updated
*/
void driAgeTextures( driTexHeap * heap )
{
drmTextureRegionPtr list = heap->global_regions;
unsigned sz = 1U << (heap->logGranularity);
unsigned i, nr = 0;
/* Have to go right round from the back to ensure stuff ends up
* LRU in the local list... Fix with a cursor pointer.
*/
for (i = list[heap->nrRegions].prev ;
i != heap->nrRegions && nr < heap->nrRegions ;
i = list[i].prev, nr++) {
/* If switching texturing schemes, then the SAREA might not have been
* properly cleared, so we need to reset the global texture LRU.
*/
if ( (i * sz) > heap->size ) {
nr = heap->nrRegions;
break;
}
if (list[i].age > heap->local_age)
driTexturesGone( heap, i * sz, sz, list[i].in_use);
}
/* Loop or uninitialized heap detected. Reset.
*/
if (nr == heap->nrRegions) {
driTexturesGone( heap, 0, heap->size, 0);
resetGlobalLRU( heap );
}
if ( 0 ) {
printGlobalLRU( heap, __FUNCTION__ );
printLocalLRU( heap, __FUNCTION__ );
}
heap->local_age = heap->global_age[0];
}
#define INDEX_ARRAY_SIZE 6 /* I'm not aware of driver with more than 2 heaps */
/**
* Allocate memory from a texture heap to hold a texture object. This
* routine will attempt to allocate memory for the texture from the heaps
* specified by \c heap_array in order. That is, first it will try to
* allocate from \c heap_array[0], then \c heap_array[1], and so on.
*
* \param heap_array Array of pointers to texture heaps to use
* \param nr_heaps Number of heap pointer in \a heap_array
* \param t Texture object for which space is needed
* \return The ID of the heap from which memory was allocated, or -1 if
* memory could not be allocated.
*
* \bug The replacement policy implemented by this function is horrible.
*/
int
driAllocateTexture( driTexHeap * const * heap_array, unsigned nr_heaps,
driTextureObject * t )
{
driTexHeap * heap;
driTextureObject * temp;
driTextureObject * cursor;
unsigned id;
/* In case it already has texture space, initialize heap. This also
* prevents GCC from issuing a warning that heap might be used
* uninitialized.
*/
heap = t->heap;
/* Run through each of the existing heaps and try to allocate a buffer
* to hold the texture.
*/
for ( id = 0 ; (t->memBlock == NULL) && (id < nr_heaps) ; id++ ) {
heap = heap_array[ id ];
if ( heap != NULL ) {
t->memBlock = mmAllocMem( heap->memory_heap, t->totalSize,
heap->alignmentShift, 0 );
}
}
/* Kick textures out until the requested texture fits.
*/
if ( t->memBlock == NULL ) {
unsigned index[INDEX_ARRAY_SIZE];
unsigned nrGoodHeaps = 0;
/* Trying to avoid dynamic memory allocation. If you have more
* heaps, increase INDEX_ARRAY_SIZE. I'm not aware of any
* drivers with more than 2 tex heaps. */
assert( nr_heaps < INDEX_ARRAY_SIZE );
/* Sort large enough heaps by duty. Insertion sort should be
* fast enough for such a short array. */
for ( id = 0 ; id < nr_heaps ; id++ ) {
heap = heap_array[ id ];
if ( heap != NULL && t->totalSize <= heap->size ) {
unsigned j;
for ( j = 0 ; j < nrGoodHeaps; j++ ) {
if ( heap->duty > heap_array[ index[ j ] ]->duty )
break;
}
if ( j < nrGoodHeaps ) {
memmove( &index[ j+1 ], &index[ j ],
sizeof(index[ 0 ]) * (nrGoodHeaps - j) );
}
index[ j ] = id;
nrGoodHeaps++;
}
}
for ( id = 0 ; (t->memBlock == NULL) && (id < nrGoodHeaps) ; id++ ) {
heap = heap_array[ index[ id ] ];
for ( cursor = heap->texture_objects.prev, temp = cursor->prev;
cursor != &heap->texture_objects ;
cursor = temp, temp = cursor->prev ) {
/* The the LRU element. If the texture is bound to one of
* the texture units, then we cannot kick it out.
*/
if ( cursor->bound || cursor->reserved ) {
continue;
}
if ( cursor->memBlock )
heap->duty -= cursor->memBlock->size;
/* If this is a placeholder, there's no need to keep it */
if (cursor->tObj)
driSwapOutTextureObject( cursor );
else
driDestroyTextureObject( cursor );
t->memBlock = mmAllocMem( heap->memory_heap, t->totalSize,
heap->alignmentShift, 0 );
if (t->memBlock)
break;
}
}
/* Rebalance duties. If a heap kicked more data than its duty,
* then all other heaps get that amount multiplied with their
* relative weight added to their duty. The negative duty is
* reset to 0. In the end all heaps have a duty >= 0.
*
* CAUTION: we must not change the heap pointer here, because it
* is used below to update the texture object.
*/
for ( id = 0 ; id < nr_heaps ; id++ )
if ( heap_array[ id ] != NULL && heap_array[ id ]->duty < 0) {
int duty = -heap_array[ id ]->duty;
double weight = heap_array[ id ]->weight;
unsigned j;
for ( j = 0 ; j < nr_heaps ; j++ )
if ( j != id && heap_array[ j ] != NULL ) {
heap_array[ j ]->duty += (double) duty *
heap_array[ j ]->weight / weight;
}
heap_array[ id ]->duty = 0;
}
}
if ( t->memBlock != NULL ) {
/* id and heap->heapId may or may not be the same value here.
*/
assert( heap != NULL );
assert( (t->heap == NULL) || (t->heap == heap) );
t->heap = heap;
return heap->heapId;
}
else {
assert( t->heap == NULL );
fprintf( stderr, "[%s:%d] unable to allocate texture\n",
__FUNCTION__, __LINE__ );
return -1;
}
}
/**
* Set the location where the texture-swap counter is stored.
*/
void
driSetTextureSwapCounterLocation( driTexHeap * heap, unsigned * counter )
{
heap->texture_swaps = (counter == NULL) ? & dummy_swap_counter : counter;
}
/**
* Create a new heap for texture data.
*
* \param heap_id Device-dependent heap identifier. This value
* will returned by driAllocateTexture when memory
* is allocated from this heap.
* \param context Device-dependent driver context. This is
* supplied as the first parameter to the
* \c destroy_tex_obj function.
* \param size Size, in bytes, of the texture region
* \param alignmentShift Alignment requirement for textures. If textures
* must be allocated on a 4096 byte boundry, this
* would be 12.
* \param nr_regions Number of regions into which this texture space
* should be partitioned
* \param global_regions Array of \c drmTextureRegion structures in the SAREA
* \param global_age Pointer to the global texture age in the SAREA
* \param swapped_objects Pointer to the list of texture objects that are
* not in texture memory (i.e., have been swapped
* out).
* \param texture_object_size Size, in bytes, of a device-dependent texture
* object
* \param destroy_tex_obj Function used to destroy a device-dependent
* texture object
*
* \sa driDestroyTextureHeap
*/
driTexHeap *
driCreateTextureHeap( unsigned heap_id, void * context, unsigned size,
unsigned alignmentShift, unsigned nr_regions,
drmTextureRegionPtr global_regions, unsigned * global_age,
driTextureObject * swapped_objects,
unsigned texture_object_size,
destroy_texture_object_t * destroy_tex_obj
)
{
driTexHeap * heap;
unsigned l;
if ( 0 )
fprintf( stderr, "%s( %u, %p, %u, %u, %u )\n",
__FUNCTION__,
heap_id, (void *)context, size, alignmentShift, nr_regions );
heap = (driTexHeap *) CALLOC( sizeof( driTexHeap ) );
if ( heap != NULL ) {
l = driLog2( (size - 1) / nr_regions );
if ( l < alignmentShift )
{
l = alignmentShift;
}
heap->logGranularity = l;
heap->size = size & ~((1L << l) - 1);
heap->memory_heap = mmInit( 0, heap->size );
if ( heap->memory_heap != NULL ) {
heap->heapId = heap_id;
heap->driverContext = context;
heap->alignmentShift = alignmentShift;
heap->nrRegions = nr_regions;
heap->global_regions = global_regions;
heap->global_age = global_age;
heap->swapped_objects = swapped_objects;
heap->texture_object_size = texture_object_size;
heap->destroy_texture_object = destroy_tex_obj;
/* Force global heap init */
if (heap->global_age[0] == 0)
heap->local_age = ~0;
else
heap->local_age = 0;
make_empty_list( & heap->texture_objects );
driSetTextureSwapCounterLocation( heap, NULL );
heap->weight = heap->size;
heap->duty = 0;
}
else {
FREE( heap );
heap = NULL;
}
}
if ( 0 )
fprintf( stderr, "%s returning %p\n", __FUNCTION__, (void *)heap );
return heap;
}
/** Destroys a texture heap
*
* \param heap Texture heap to be destroyed
*/
void
driDestroyTextureHeap( driTexHeap * heap )
{
driTextureObject * t;
driTextureObject * temp;
if ( heap != NULL ) {
foreach_s( t, temp, & heap->texture_objects ) {
driDestroyTextureObject( t );
}
foreach_s( t, temp, heap->swapped_objects ) {
driDestroyTextureObject( t );
}
mmDestroy( heap->memory_heap );
FREE( heap );
}
}
/****************************************************************************/
/**
* Determine how many texels (including all mipmap levels) would be required
* for a texture map of size \f$2^^\c base_size_log2\f$ would require.
*
* \param base_size_log2 \f$log_2\f$ of the size of a side of the texture
* \param dimensions Number of dimensions of the texture. Either 2 or 3.
* \param faces Number of faces of the texture. Either 1 or 6 (for cube maps).
* \return Number of texels
*/
static unsigned
texels_this_map_size( int base_size_log2, unsigned dimensions, unsigned faces )
{
unsigned texels;
assert( (faces == 1) || (faces == 6) );
assert( (dimensions == 2) || (dimensions == 3) );
texels = 0;
if ( base_size_log2 >= 0 ) {
texels = (1U << (dimensions * base_size_log2));
/* See http://www.mail-archive.com/dri-devel@lists.sourceforge.net/msg03636.html
* for the complete explaination of why this formulation is used.
* Basically, the smaller mipmap levels sum to 0.333 the size of the
* level 0 map. The total size is therefore the size of the map
* multipled by 1.333. The +2 is there to round up.
*/
texels = (texels * 4 * faces + 2) / 3;
}
return texels;
}
struct maps_per_heap {
unsigned c[32];
};
static void
fill_in_maximums( driTexHeap * const * heaps, unsigned nr_heaps,
unsigned max_bytes_per_texel, unsigned max_size,
unsigned mipmaps_at_once, unsigned dimensions,
unsigned faces, struct maps_per_heap * max_textures )
{
unsigned heap;
unsigned log2_size;
unsigned mask;
/* Determine how many textures of each size can be stored in each
* texture heap.
*/
for ( heap = 0 ; heap < nr_heaps ; heap++ ) {
if ( heaps[ heap ] == NULL ) {
(void) memset( max_textures[ heap ].c, 0,
sizeof( max_textures[ heap ].c ) );
continue;
}
mask = (1U << heaps[ heap ]->logGranularity) - 1;
if ( 0 ) {
fprintf( stderr, "[%s:%d] heap[%u] = %u bytes, mask = 0x%08x\n",
__FILE__, __LINE__,
heap, heaps[ heap ]->size, mask );
}
for ( log2_size = max_size ; log2_size > 0 ; log2_size-- ) {
unsigned total;
/* Determine the total number of bytes required by a texture of
* size log2_size.
*/
total = texels_this_map_size( log2_size, dimensions, faces )
- texels_this_map_size( log2_size - mipmaps_at_once,
dimensions, faces );
total *= max_bytes_per_texel;
total = (total + mask) & ~mask;
/* The number of textures of a given size that will fit in a heap
* is equal to the size of the heap divided by the size of the
* texture.
*/
max_textures[ heap ].c[ log2_size ] = heaps[ heap ]->size / total;
if ( 0 ) {
fprintf( stderr, "[%s:%d] max_textures[%u].c[%02u] "
"= 0x%08x / 0x%08x "
"= %u (%u)\n",
__FILE__, __LINE__,
heap, log2_size,
heaps[ heap ]->size, total,
heaps[ heap ]->size / total,
max_textures[ heap ].c[ log2_size ] );
}
}
}
}
static unsigned
get_max_size( unsigned nr_heaps,
unsigned texture_units,
unsigned max_size,
int all_textures_one_heap,
struct maps_per_heap * max_textures )
{
unsigned heap;
unsigned log2_size;
/* Determine the largest texture size such that a texture of that size
* can be bound to each texture unit at the same time. Some hardware
* may require that all textures be in the same texture heap for
* multitexturing.
*/
for ( log2_size = max_size ; log2_size > 0 ; log2_size-- ) {
unsigned total = 0;
for ( heap = 0 ; heap < nr_heaps ; heap++ )
{
total += max_textures[ heap ].c[ log2_size ];
if ( 0 ) {
fprintf( stderr, "[%s:%d] max_textures[%u].c[%02u] = %u, "
"total = %u\n", __FILE__, __LINE__, heap, log2_size,
max_textures[ heap ].c[ log2_size ], total );
}
if ( (max_textures[ heap ].c[ log2_size ] >= texture_units)
|| (!all_textures_one_heap && (total >= texture_units)) ) {
/* The number of mipmap levels is the log-base-2 of the
* maximum texture size plus 1. If the maximum texture size
* is 1x1, the log-base-2 is 0 and 1 mipmap level (the base
* level) is available.
*/
return log2_size + 1;
}
}
}
/* This should NEVER happen. It should always be possible to have at
* *least* a 1x1 texture in memory!
*/
assert( log2_size != 0 );
return 0;
}
#define SET_MAX(f,v) \
do { if ( max_sizes[v] != 0 ) { limits-> f = max_sizes[v]; } } while( 0 )
#define SET_MAX_RECT(f,v) \
do { if ( max_sizes[v] != 0 ) { limits-> f = 1 << (max_sizes[v] - 1); } } while( 0 )
/**
* Given the amount of texture memory, the number of texture units, and the
* maximum size of a texel, calculate the maximum texture size the driver can
* advertise.
*
* \param heaps Texture heaps for this card
* \param nr_heap Number of texture heaps
* \param limits OpenGL contants. MaxTextureUnits must be set.
* \param max_bytes_per_texel Maximum size of a single texel, in bytes
* \param max_2D_size \f$\log_2\f$ of the maximum 2D texture size (i.e.,
* 1024x1024 textures, this would be 10)
* \param max_3D_size \f$\log_2\f$ of the maximum 3D texture size (i.e.,
* 1024x1024x1024 textures, this would be 10)
* \param max_cube_size \f$\log_2\f$ of the maximum cube texture size (i.e.,
* 1024x1024 textures, this would be 10)
* \param max_rect_size \f$\log_2\f$ of the maximum texture rectangle size
* (i.e., 1024x1024 textures, this would be 10). This is a power-of-2
* even though texture rectangles need not be a power-of-2.
* \param mipmaps_at_once Total number of mipmaps that can be used
* at one time. For most hardware this will be \f$\c max_size + 1\f$.
* For hardware that does not support mipmapping, this will be 1.
* \param all_textures_one_heap True if the hardware requires that all
* textures be in a single texture heap for multitexturing.
* \param allow_larger_textures 0 conservative, 1 calculate limits
* so at least one worst-case texture can fit, 2 just use hw limits.
*/
void
driCalculateMaxTextureLevels( driTexHeap * const * heaps,
unsigned nr_heaps,
struct gl_constants * limits,
unsigned max_bytes_per_texel,
unsigned max_2D_size,
unsigned max_3D_size,
unsigned max_cube_size,
unsigned max_rect_size,
unsigned mipmaps_at_once,
int all_textures_one_heap,
int allow_larger_textures )
{
struct maps_per_heap max_textures[8];
unsigned i;
const unsigned dimensions[4] = { 2, 3, 2, 2 };
const unsigned faces[4] = { 1, 1, 6, 1 };
unsigned max_sizes[4];
unsigned mipmaps[4];
max_sizes[0] = max_2D_size;
max_sizes[1] = max_3D_size;
max_sizes[2] = max_cube_size;
max_sizes[3] = max_rect_size;
mipmaps[0] = mipmaps_at_once;
mipmaps[1] = mipmaps_at_once;
mipmaps[2] = mipmaps_at_once;
mipmaps[3] = 1;
/* Calculate the maximum number of texture levels in two passes. The
* first pass determines how many textures of each power-of-two size
* (including all mipmap levels for that size) can fit in each texture
* heap. The second pass finds the largest texture size that allows
* a texture of that size to be bound to every texture unit.
*/
for ( i = 0 ; i < 4 ; i++ ) {
if ( (allow_larger_textures != 2) && (max_sizes[ i ] != 0) ) {
fill_in_maximums( heaps, nr_heaps, max_bytes_per_texel,
max_sizes[ i ], mipmaps[ i ],
dimensions[ i ], faces[ i ],
max_textures );
max_sizes[ i ] = get_max_size( nr_heaps,
allow_larger_textures == 1 ?
1 : limits->MaxTextureUnits,
max_sizes[ i ],
all_textures_one_heap,
max_textures );
}
else if (max_sizes[ i ] != 0) {
max_sizes[ i ] += 1;
}
}
SET_MAX( MaxTextureLevels, 0 );
SET_MAX( Max3DTextureLevels, 1 );
SET_MAX( MaxCubeTextureLevels, 2 );
SET_MAX_RECT( MaxTextureRectSize, 3 );
}
/**
* Perform initial binding of default textures objects on a per unit, per
* texture target basis.
*
* \param ctx Current OpenGL context
* \param swapped List of swapped-out textures
* \param targets Bit-mask of value texture targets
*/
void driInitTextureObjects( GLcontext *ctx, driTextureObject * swapped,
GLuint targets )
{
struct gl_texture_object *texObj;
GLuint tmp = ctx->Texture.CurrentUnit;
unsigned i;
for ( i = 0 ; i < ctx->Const.MaxTextureUnits ; i++ ) {
ctx->Texture.CurrentUnit = i;
if ( (targets & DRI_TEXMGR_DO_TEXTURE_1D) != 0 ) {
texObj = ctx->Texture.Unit[i].CurrentTex[TEXTURE_1D_INDEX];
ctx->Driver.BindTexture( ctx, GL_TEXTURE_1D, texObj );
move_to_tail( swapped, (driTextureObject *) texObj->DriverData );
}
if ( (targets & DRI_TEXMGR_DO_TEXTURE_2D) != 0 ) {
texObj = ctx->Texture.Unit[i].CurrentTex[TEXTURE_2D_INDEX];
ctx->Driver.BindTexture( ctx, GL_TEXTURE_2D, texObj );
move_to_tail( swapped, (driTextureObject *) texObj->DriverData );
}
if ( (targets & DRI_TEXMGR_DO_TEXTURE_3D) != 0 ) {
texObj = ctx->Texture.Unit[i].CurrentTex[TEXTURE_3D_INDEX];
ctx->Driver.BindTexture( ctx, GL_TEXTURE_3D, texObj );
move_to_tail( swapped, (driTextureObject *) texObj->DriverData );
}
if ( (targets & DRI_TEXMGR_DO_TEXTURE_CUBE) != 0 ) {
texObj = ctx->Texture.Unit[i].CurrentTex[TEXTURE_CUBE_INDEX];
ctx->Driver.BindTexture( ctx, GL_TEXTURE_CUBE_MAP_ARB, texObj );
move_to_tail( swapped, (driTextureObject *) texObj->DriverData );
}
if ( (targets & DRI_TEXMGR_DO_TEXTURE_RECT) != 0 ) {
texObj = ctx->Texture.Unit[i].CurrentTex[TEXTURE_RECT_INDEX];
ctx->Driver.BindTexture( ctx, GL_TEXTURE_RECTANGLE_NV, texObj );
move_to_tail( swapped, (driTextureObject *) texObj->DriverData );
}
}
ctx->Texture.CurrentUnit = tmp;
}
/**
* Verify that the specified texture is in the specificed heap.
*
* \param tex Texture to be tested.
* \param heap Texture memory heap to be tested.
* \return True if the texture is in the heap, false otherwise.
*/
static GLboolean
check_in_heap( const driTextureObject * tex, const driTexHeap * heap )
{
#if 1
return tex->heap == heap;
#else
driTextureObject * curr;
foreach( curr, & heap->texture_objects ) {
if ( curr == tex ) {
break;
}
}
return curr == tex;
#endif
}
/****************************************************************************/
/**
* Validate the consistency of a set of texture heaps.
* Original version by Keith Whitwell in r200/r200_sanity.c.
*/
GLboolean
driValidateTextureHeaps( driTexHeap * const * texture_heaps,
unsigned nr_heaps, const driTextureObject * swapped )
{
driTextureObject *t;
unsigned i;
for ( i = 0 ; i < nr_heaps ; i++ ) {
int last_end = 0;
unsigned textures_in_heap = 0;
unsigned blocks_in_mempool = 0;
const driTexHeap * heap = texture_heaps[i];
const struct mem_block *p = heap->memory_heap;
/* Check each texture object has a MemBlock, and is linked into
* the correct heap.
*
* Check the texobj base address corresponds to the MemBlock
* range. Check the texobj size (recalculate?) fits within
* the MemBlock.
*
* Count the number of texobj's using this heap.
*/
foreach ( t, &heap->texture_objects ) {
if ( !check_in_heap( t, heap ) ) {
fprintf( stderr, "%s memory block for texture object @ %p not "
"found in heap #%d\n",
__FUNCTION__, (void *)t, i );
return GL_FALSE;
}
if ( t->totalSize > t->memBlock->size ) {
fprintf( stderr, "%s: Memory block for texture object @ %p is "
"only %u bytes, but %u are required\n",
__FUNCTION__, (void *)t, t->totalSize, t->memBlock->size );
return GL_FALSE;
}
textures_in_heap++;
}
/* Validate the contents of the heap:
* - Ordering
* - Overlaps
* - Bounds
*/
while ( p != NULL ) {
if (p->reserved) {
fprintf( stderr, "%s: Block (%08x,%x), is reserved?!\n",
__FUNCTION__, p->ofs, p->size );
return GL_FALSE;
}
if (p->ofs != last_end) {
fprintf( stderr, "%s: blocks_in_mempool = %d, last_end = %d, p->ofs = %d\n",
__FUNCTION__, blocks_in_mempool, last_end, p->ofs );
return GL_FALSE;
}
if (!p->reserved && !p->free) {
blocks_in_mempool++;
}
last_end = p->ofs + p->size;
p = p->next;
}
if (textures_in_heap != blocks_in_mempool) {
fprintf( stderr, "%s: Different number of textures objects (%u) and "
"inuse memory blocks (%u)\n",
__FUNCTION__, textures_in_heap, blocks_in_mempool );
return GL_FALSE;
}
#if 0
fprintf( stderr, "%s: textures_in_heap = %u\n",
__FUNCTION__, textures_in_heap );
#endif
}
/* Check swapped texobj's have zero memblocks
*/
i = 0;
foreach ( t, swapped ) {
if ( t->memBlock != NULL ) {
fprintf( stderr, "%s: Swapped texobj %p has non-NULL memblock %p\n",
__FUNCTION__, (void *)t, (void *)t->memBlock );
return GL_FALSE;
}
i++;
}
#if 0
fprintf( stderr, "%s: swapped texture count = %u\n", __FUNCTION__, i );
#endif
return GL_TRUE;
}
/****************************************************************************/
/**
* Compute which mipmap levels that really need to be sent to the hardware.
* This depends on the base image size, GL_TEXTURE_MIN_LOD,
* GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
*/
void
driCalculateTextureFirstLastLevel( driTextureObject * t )
{
struct gl_texture_object * const tObj = t->tObj;
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, t->tObj->BaseLevel);
lastLevel = MIN2(lastLevel, t->tObj->BaseLevel + baseImage->MaxLog2);
lastLevel = MIN2(lastLevel, t->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 */
t->firstLevel = firstLevel;
t->lastLevel = lastLevel;
}
/**
* \name DRI texture formats. Pointers initialized to either the big- or
* little-endian Mesa formats.
*/
/*@{*/
gl_format _dri_texformat_rgba8888 = MESA_FORMAT_NONE;
gl_format _dri_texformat_argb8888 = MESA_FORMAT_NONE;
gl_format _dri_texformat_rgb565 = MESA_FORMAT_NONE;
gl_format _dri_texformat_argb4444 = MESA_FORMAT_NONE;
gl_format _dri_texformat_argb1555 = MESA_FORMAT_NONE;
gl_format _dri_texformat_al88 = MESA_FORMAT_NONE;
gl_format _dri_texformat_a8 = MESA_FORMAT_A8;
gl_format _dri_texformat_ci8 = MESA_FORMAT_CI8;
gl_format _dri_texformat_i8 = MESA_FORMAT_I8;
gl_format _dri_texformat_l8 = MESA_FORMAT_L8;
/*@}*/
/**
* Initialize little endian target, host byte order independent texture formats
*/
void
driInitTextureFormats(void)
{
const GLuint ui = 1;
const GLubyte littleEndian = *((const GLubyte *) &ui);
if (littleEndian) {
_dri_texformat_rgba8888 = MESA_FORMAT_RGBA8888;
_dri_texformat_argb8888 = MESA_FORMAT_ARGB8888;
_dri_texformat_rgb565 = MESA_FORMAT_RGB565;
_dri_texformat_argb4444 = MESA_FORMAT_ARGB4444;
_dri_texformat_argb1555 = MESA_FORMAT_ARGB1555;
_dri_texformat_al88 = MESA_FORMAT_AL88;
}
else {
_dri_texformat_rgba8888 = MESA_FORMAT_RGBA8888_REV;
_dri_texformat_argb8888 = MESA_FORMAT_ARGB8888_REV;
_dri_texformat_rgb565 = MESA_FORMAT_RGB565_REV;
_dri_texformat_argb4444 = MESA_FORMAT_ARGB4444_REV;
_dri_texformat_argb1555 = MESA_FORMAT_ARGB1555_REV;
_dri_texformat_al88 = MESA_FORMAT_AL88_REV;
}
}
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