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#include "swrast/swrast.h"
#include "main/renderbuffer.h"
#include "main/texobj.h"
#include "main/teximage.h"
#include "main/mipmap.h"
#include "drivers/common/meta.h"
#include "intel_context.h"
#include "intel_mipmap_tree.h"
#include "intel_tex.h"
#define FILE_DEBUG_FLAG DEBUG_TEXTURE
static struct gl_texture_image *
intelNewTextureImage(struct gl_context * ctx)
{
DBG("%s\n", __FUNCTION__);
(void) ctx;
return (struct gl_texture_image *) CALLOC_STRUCT(intel_texture_image);
}
static void
intelDeleteTextureImage(struct gl_context * ctx, struct gl_texture_image *img)
{
/* nothing special (yet) for intel_texture_image */
_mesa_delete_texture_image(ctx, img);
}
static struct gl_texture_object *
intelNewTextureObject(struct gl_context * ctx, GLuint name, GLenum target)
{
struct intel_texture_object *obj = CALLOC_STRUCT(intel_texture_object);
(void) ctx;
DBG("%s\n", __FUNCTION__);
_mesa_initialize_texture_object(&obj->base, name, target);
return &obj->base;
}
static void
intelDeleteTextureObject(struct gl_context *ctx,
struct gl_texture_object *texObj)
{
struct intel_texture_object *intelObj = intel_texture_object(texObj);
intel_miptree_release(&intelObj->mt);
_mesa_delete_texture_object(ctx, texObj);
}
static GLboolean
intel_alloc_texture_image_buffer(struct gl_context *ctx,
struct gl_texture_image *image,
gl_format format, GLsizei width,
GLsizei height, GLsizei depth)
{
struct intel_context *intel = intel_context(ctx);
struct intel_texture_image *intel_image = intel_texture_image(image);
struct gl_texture_object *texobj = image->TexObject;
struct intel_texture_object *intel_texobj = intel_texture_object(texobj);
GLuint slices;
/* Because the driver uses AllocTextureImageBuffer() internally, it may end
* up mismatched with FreeTextureImageBuffer(), but that is safe to call
* multiple times.
*/
ctx->Driver.FreeTextureImageBuffer(ctx, image);
if (intel->must_use_separate_stencil
&& image->TexFormat == MESA_FORMAT_S8_Z24) {
intel_tex_image_s8z24_create_renderbuffers(intel, intel_image);
}
/* Allocate the swrast_texture_image::ImageOffsets array now */
switch (texobj->Target) {
case GL_TEXTURE_3D:
case GL_TEXTURE_2D_ARRAY:
slices = image->Depth;
break;
case GL_TEXTURE_1D_ARRAY:
slices = image->Height;
break;
default:
slices = 1;
}
assert(!intel_image->base.ImageOffsets);
intel_image->base.ImageOffsets = malloc(slices * sizeof(GLuint));
if (intel_texobj->mt &&
intel_miptree_match_image(intel_texobj->mt, image)) {
intel_miptree_reference(&intel_image->mt, intel_texobj->mt);
DBG("%s: alloc obj %p level %d %dx%dx%d using object's miptree %p\n",
__FUNCTION__, texobj, image->Level,
width, height, depth, intel_texobj->mt);
return true;
} else if (image->Border == 0) {
intel_image->mt = intel_miptree_create_for_teximage(intel, intel_texobj,
intel_image,
false);
/* Even if the object currently has a mipmap tree associated
* with it, this one is a more likely candidate to represent the
* whole object since our level didn't fit what was there
* before, and any lower levels would fit into our miptree.
*/
intel_miptree_reference(&intel_texobj->mt, intel_image->mt);
if (intel->must_use_separate_stencil
&& image->TexFormat == MESA_FORMAT_S8_Z24) {
intel_tex_image_s8z24_create_renderbuffers(intel, intel_image);
}
DBG("%s: alloc obj %p level %d %dx%dx%d using new miptree %p\n",
__FUNCTION__, texobj, image->Level,
width, height, depth, intel_image->mt);
return true;
}
DBG("%s: alloc obj %p level %d %dx%dx%d using swrast\n",
__FUNCTION__, texobj, image->Level, width, height, depth);
return _swrast_alloc_texture_image_buffer(ctx, image, format,
width, height, depth);
}
static void
intel_free_texture_image_buffer(struct gl_context * ctx,
struct gl_texture_image *texImage)
{
struct intel_texture_image *intelImage = intel_texture_image(texImage);
DBG("%s\n", __FUNCTION__);
intel_miptree_release(&intelImage->mt);
if (intelImage->base.Buffer) {
_mesa_align_free(intelImage->base.Buffer);
intelImage->base.Buffer = NULL;
}
if (intelImage->base.ImageOffsets) {
free(intelImage->base.ImageOffsets);
intelImage->base.ImageOffsets = NULL;
}
_mesa_reference_renderbuffer(&intelImage->depth_rb, NULL);
_mesa_reference_renderbuffer(&intelImage->stencil_rb, NULL);
}
/**
* Map texture memory/buffer into user space.
* Note: the region of interest parameters are ignored here.
* \param mode bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT
* \param mapOut returns start of mapping of region of interest
* \param rowStrideOut returns row stride in bytes
*/
static void
intel_map_texture_image(struct gl_context *ctx,
struct gl_texture_image *tex_image,
GLuint slice,
GLuint x, GLuint y, GLuint w, GLuint h,
GLbitfield mode,
GLubyte **map,
GLint *stride)
{
struct intel_context *intel = intel_context(ctx);
struct intel_texture_image *intel_image = intel_texture_image(tex_image);
struct intel_mipmap_tree *mt = intel_image->mt;
unsigned int bw, bh;
/* Check that our caller wasn't confused about how to map a 1D texture. */
assert(tex_image->TexObject->Target != GL_TEXTURE_1D_ARRAY ||
h == 1);
if (intel_image->stencil_rb) {
/*
* The texture has packed depth/stencil format, but uses separate
* stencil. The texture's embedded stencil buffer contains the real
* stencil data, so copy that into the miptree.
*/
intel_tex_image_s8z24_gather(intel, intel_image);
}
/* For compressed formats, the stride is the number of bytes per
* row of blocks. intel_miptree_get_image_offset() already does
* the divide.
*/
_mesa_get_format_block_size(tex_image->TexFormat, &bw, &bh);
assert(y % bh == 0);
y /= bh;
if (likely(mt)) {
void *base = intel_region_map(intel, mt->region, mode);
unsigned int image_x, image_y;
intel_miptree_get_image_offset(mt, tex_image->Level, tex_image->Face,
slice, &image_x, &image_y);
x += image_x;
y += image_y;
*stride = mt->region->pitch * mt->cpp;
*map = base + y * *stride + x * mt->cpp;
DBG("%s: %d,%d %dx%d from mt %p %d,%d = %p/%d\n", __FUNCTION__,
x - image_x, y - image_y, w, h,
mt, x, y, *map, *stride);
} else {
/* texture data is in malloc'd memory */
GLuint width = tex_image->Width;
GLuint height = ALIGN(tex_image->Height, bh) / bh;
GLuint texelSize = _mesa_get_format_bytes(tex_image->TexFormat);
assert(map);
*stride = _mesa_format_row_stride(tex_image->TexFormat, width);
*map = intel_image->base.Buffer + (slice * height + y) * *stride + x * texelSize;
DBG("%s: %d,%d %dx%d from data %p = %p/%d\n", __FUNCTION__,
x, y, w, h,
intel_image->base.Buffer, *map, *stride);
}
}
static void
intel_unmap_texture_image(struct gl_context *ctx,
struct gl_texture_image *tex_image, GLuint slice)
{
struct intel_context *intel = intel_context(ctx);
struct intel_texture_image *intel_image = intel_texture_image(tex_image);
if (intel_image->mt)
intel_region_unmap(intel, intel_image->mt->region);
if (intel_image->stencil_rb) {
/*
* The texture has packed depth/stencil format, but uses separate
* stencil. The texture's embedded stencil buffer contains the real
* stencil data, so copy that into the miptree.
*/
intel_tex_image_s8z24_scatter(intel, intel_image);
}
}
/**
* Called via ctx->Driver.GenerateMipmap()
* This is basically a wrapper for _mesa_meta_GenerateMipmap() which checks
* if we'll be using software mipmap generation. In that case, we need to
* map/unmap the base level texture image.
*/
static void
intelGenerateMipmap(struct gl_context *ctx, GLenum target,
struct gl_texture_object *texObj)
{
if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) {
fallback_debug("%s - fallback to swrast\n", __FUNCTION__);
_mesa_generate_mipmap(ctx, target, texObj);
}
else {
_mesa_meta_GenerateMipmap(ctx, target, texObj);
}
}
void
intelInitTextureFuncs(struct dd_function_table *functions)
{
functions->GenerateMipmap = intelGenerateMipmap;
functions->NewTextureObject = intelNewTextureObject;
functions->NewTextureImage = intelNewTextureImage;
functions->DeleteTextureImage = intelDeleteTextureImage;
functions->DeleteTexture = intelDeleteTextureObject;
functions->AllocTextureImageBuffer = intel_alloc_texture_image_buffer;
functions->FreeTextureImageBuffer = intel_free_texture_image_buffer;
functions->MapTextureImage = intel_map_texture_image;
functions->UnmapTextureImage = intel_unmap_texture_image;
}
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