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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 "mtypes.h"
#include "macros.h"
#include "intel_context.h"
#include "intel_mipmap_tree.h"
#include "intel_tex.h"
#include "dri_bufmgr.h"
/**
* 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.
*/
static void intel_calculate_first_last_level( struct intel_texture_object *intelObj )
{
struct gl_texture_object *tObj = &intelObj->base;
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 {
/* Currently not taking min/max lod into account here, those
* values are programmed as sampler state elsewhere and we
* upload the same mipmap levels regardless. Not sure if
* this makes sense as it means it isn't possible for the app
* to use min/max lod to reduce texture memory pressure:
*/
firstLevel = tObj->BaseLevel;
lastLevel = MIN2(tObj->BaseLevel + baseImage->MaxLog2,
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 */
intelObj->firstLevel = firstLevel;
intelObj->lastLevel = lastLevel;
}
static GLboolean copy_image_data_to_tree( struct intel_context *intel,
struct intel_texture_object *intelObj,
struct gl_texture_image *texImage,
GLuint face,
GLuint level)
{
return intel_miptree_image_data(intel,
intelObj->mt,
face,
level,
texImage->Data,
texImage->RowStride,
(texImage->RowStride *
texImage->Height *
texImage->TexFormat->TexelBytes));
}
static void intel_texture_invalidate( struct intel_texture_object *intelObj )
{
GLint nr_faces, face;
intelObj->dirty = ~0;
nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
for (face = 0; face < nr_faces; face++)
intelObj->dirty_images[face] = ~0;
}
#if 0
static void intel_texture_invalidate_cb( struct intel_context *intel,
void *ptr )
{
intel_texture_invalidate( (struct intel_texture_object *) ptr );
}
#endif
/*
*/
GLuint intel_finalize_mipmap_tree( struct intel_context *intel,
struct gl_texture_object *tObj )
{
struct intel_texture_object *intelObj = intel_texture_object(tObj);
GLuint face, i;
GLuint nr_faces = 0;
struct gl_texture_image *firstImage;
GLuint cpp = 0;
if( tObj == intel->frame_buffer_texobj )
return GL_FALSE;
/* We know/require this is true by now:
*/
assert(intelObj->base._Complete);
/* What levels must the tree include at a minimum?
*/
if (intelObj->dirty) {
intel_calculate_first_last_level( intelObj );
/* intel_miptree_destroy(intel, intelObj->mt); */
/* intelObj->mt = NULL; */
}
firstImage = intelObj->base.Image[0][intelObj->firstLevel];
/* Fallback case:
*/
if (firstImage->Border) {
if (intelObj->mt) {
intel_miptree_destroy(intel, intelObj->mt);
intelObj->mt = NULL;
/* Set all images dirty:
*/
intel_texture_invalidate(intelObj);
}
return GL_FALSE;
}
if (firstImage->IsCompressed) {
cpp = intel_compressed_num_bytes(firstImage->TexFormat->MesaFormat);
} else {
cpp = firstImage->TexFormat->TexelBytes;
}
/* Check tree can hold all active levels. Check tree matches
* target, imageFormat, etc.
*/
if (intelObj->mt &&
(intelObj->mt->target != intelObj->base.Target ||
intelObj->mt->internal_format != firstImage->InternalFormat ||
intelObj->mt->first_level != intelObj->firstLevel ||
intelObj->mt->last_level != intelObj->lastLevel ||
intelObj->mt->width0 != firstImage->Width ||
intelObj->mt->height0 != firstImage->Height ||
intelObj->mt->depth0 != firstImage->Depth ||
intelObj->mt->cpp != cpp ||
intelObj->mt->compressed != firstImage->IsCompressed))
{
intel_miptree_destroy(intel, intelObj->mt);
intelObj->mt = NULL;
/* Set all images dirty:
*/
intel_texture_invalidate(intelObj);
}
/* May need to create a new tree:
*/
if (!intelObj->mt) {
intelObj->mt = intel_miptree_create(intel,
intelObj->base.Target,
firstImage->InternalFormat,
intelObj->firstLevel,
intelObj->lastLevel,
firstImage->Width,
firstImage->Height,
firstImage->Depth,
cpp,
firstImage->IsCompressed);
#if 0
/* Tell the buffer manager that we will manage the backing
* store, but we still want it to do fencing for us.
*/
bmBufferSetInvalidateCB(intel,
intelObj->mt->region->buffer,
intel_texture_invalidate_cb,
intelObj,
GL_FALSE);
#endif
}
/* Pull in any images not in the object's tree:
*/
if (intelObj->dirty) {
nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
for (face = 0; face < nr_faces; face++) {
if (intelObj->dirty_images[face]) {
for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) {
struct gl_texture_image *texImage = intelObj->base.Image[face][i];
/* Need to import images in main memory or held in other trees.
*/
if (intelObj->dirty_images[face] & (1<<i) &&
texImage) {
if (INTEL_DEBUG & DEBUG_TEXTURE)
_mesa_printf("copy data from image %d (%p) into object miptree\n",
i,
texImage->Data);
if (!copy_image_data_to_tree(intel,
intelObj,
texImage,
face,
i))
return GL_FALSE;
}
}
}
}
/* Only clear the dirty flags if everything went ok:
*/
for (face = 0; face < nr_faces; face++) {
intelObj->dirty_images[face] = 0;
}
intelObj->dirty = 0;
}
return GL_TRUE;
}
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