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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.
*
**************************************************************************/
#ifndef INTEL_MIPMAP_TREE_H
#define INTEL_MIPMAP_TREE_H
#include "intel_regions.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_texture_image;
/**
* 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;
/** Depth of the mipmap at this level: 1 for 1D/2D/CUBE, n for 3D. */
GLuint depth;
/** Number of images at this level: 1 for 1D/2D, 6 for CUBE, depth for 3D */
GLuint nr_images;
/**
* \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 nr_images.
*/
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;
/** \} */
} *slice;
};
struct intel_mipmap_tree
{
/* Effectively the key:
*/
GLenum target;
gl_format format;
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;
/**
* This points to an auxillary hiz region if all of the following hold:
* 1. The texture has been attached to an FBO as a depthbuffer.
* 2. The texture format is hiz compatible.
* 3. The intel context supports hiz.
*
* When a texture is attached to multiple FBO's, a separate renderbuffer
* wrapper is created for each attachment. This necessitates storing the
* hiz region in the texture itself instead of the renderbuffer wrapper.
*
* \see intel_fbo.c:intel_wrap_texture()
*/
struct intel_region *hiz_region;
/* 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 tiling,
uint32_t cpp,
uint32_t width,
uint32_t height);
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 nr_images,
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);
/* 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);
#endif
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