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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 <assert.h>
#include "intel_regions.h"
#include "intel_resolve_map.h"
#ifdef __cplusplus
extern "C" {
#endif
/* 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_resolve_map;
struct intel_texture_image;
struct intel_miptree_map {
/** Bitfield of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT, GL_MAP_INVALIDATE_BIT */
GLbitfield mode;
/** Region of interest for the map. */
int x, y, w, h;
/** Possibly malloced temporary buffer for the mapping. */
void *buffer;
/** Possible pointer to a BO temporary for the mapping. */
drm_intel_bo *bo;
/** Pointer to the start of (map_x, map_y) returned by the mapping. */
void *ptr;
/** Stride of the mapping. */
int stride;
/**
* intel_mipmap_tree::singlesample_mt is temporary storage that persists
* only for the duration of the map.
*/
bool singlesample_mt_is_tmp;
};
/**
* 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;
/**
* \brief Number of 2D slices in this miplevel.
*
* The exact semantics of depth varies according to the texture target:
* - For GL_TEXTURE_CUBE_MAP, depth is 6.
* - For GL_TEXTURE_2D_ARRAY, depth is the number of array slices. It is
* identical for all miplevels in the texture.
* - For GL_TEXTURE_3D, it is the texture's depth at this miplevel. Its
* value, like width and height, varies with miplevel.
* - For other texture types, depth is 1.
*/
GLuint depth;
/**
* \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 depth.
*/
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;
/** \} */
/**
* Mapping information. Persistent for the duration of
* intel_miptree_map/unmap on this slice.
*/
struct intel_miptree_map *map;
} *slice;
};
/**
* Enum for keeping track of the different MSAA layouts supported by Gen7.
*/
enum intel_msaa_layout
{
/**
* Ordinary surface with no MSAA.
*/
INTEL_MSAA_LAYOUT_NONE,
/**
* Interleaved Multisample Surface. The additional samples are
* accommodated by scaling up the width and the height of the surface so
* that all the samples corresponding to a pixel are located at nearby
* memory locations.
*/
INTEL_MSAA_LAYOUT_IMS,
/**
* Uncompressed Multisample Surface. The surface is stored as a 2D array,
* with array slice n containing all pixel data for sample n.
*/
INTEL_MSAA_LAYOUT_UMS,
/**
* Compressed Multisample Surface. The surface is stored as in
* INTEL_MSAA_LAYOUT_UMS, but there is an additional buffer called the MCS
* (Multisample Control Surface) buffer. Each pixel in the MCS buffer
* indicates the mapping from sample number to array slice. This allows
* the common case (where all samples constituting a pixel have the same
* color value) to be stored efficiently by just using a single array
* slice.
*/
INTEL_MSAA_LAYOUT_CMS,
};
struct intel_mipmap_tree
{
/* Effectively the key:
*/
GLenum target;
/**
* Generally, this is just the same as the gl_texture_image->TexFormat or
* gl_renderbuffer->Format.
*
* However, for textures and renderbuffers with packed depth/stencil formats
* on hardware where we want or need to use separate stencil, there will be
* two miptrees for storing the data. If the depthstencil texture or rb is
* MESA_FORMAT_Z32_FLOAT_X24S8, then mt->format will be
* MESA_FORMAT_Z32_FLOAT, otherwise for MESA_FORMAT_S8_Z24 objects it will be
* MESA_FORMAT_X8_Z24.
*
* For ETC1 textures, this is MESA_FORMAT_RGBX8888_REV if the hardware
* lacks support for ETC1. See @ref wraps_etc1.
*/
gl_format format;
/**
* The X offset of each image in the miptree must be aligned to this. See
* the "Alignment Unit Size" section of the BSpec.
*/
unsigned int align_w;
unsigned int align_h; /**< \see align_w */
GLuint first_level;
GLuint last_level;
GLuint width0, height0, depth0; /**< Level zero image dimensions */
GLuint cpp;
GLuint num_samples;
bool compressed;
/**
* If num_samples > 0, then singlesample_width0 is the value that width0
* would have if instead a singlesample miptree were created. Note that,
* for non-interleaved msaa layouts, the two values are the same.
*
* If num_samples == 0, then singlesample_width0 is undefined.
*/
uint32_t singlesample_width0;
/** \see singlesample_width0 */
uint32_t singlesample_height0;
/**
* For 1D array, 2D array, cube, and 2D multisampled surfaces on Gen7: true
* if the surface only contains LOD 0, and hence no space is for LOD's
* other than 0 in between array slices.
*
* Corresponds to the surface_array_spacing bit in gen7_surface_state.
*/
bool array_spacing_lod0;
/**
* MSAA layout used by this buffer.
*/
enum intel_msaa_layout msaa_layout;
/* Derived from the above:
*/
GLuint total_width;
GLuint total_height;
/* The 3DSTATE_CLEAR_PARAMS value associated with the last depth clear to
* this depth mipmap tree, if any.
*/
uint32_t depth_clear_value;
/* Includes image offset tables:
*/
struct intel_mipmap_level level[MAX_TEXTURE_LEVELS];
/* The data is held here:
*/
struct intel_region *region;
/* Offset into region bo where miptree starts:
*/
uint32_t offset;
/**
* \brief Singlesample miptree.
*
* This is used under two cases.
*
* --- Case 1: As persistent singlesample storage for multisample window
* system front and back buffers ---
*
* Suppose that the window system FBO was created with a multisample
* config. Let `back_irb` be the `intel_renderbuffer` for the FBO's back
* buffer. Then `back_irb` contains two miptrees: a parent multisample
* miptree (back_irb->mt) and a child singlesample miptree
* (back_irb->mt->singlesample_mt). The DRM buffer shared with DRI2
* belongs to `back_irb->mt->singlesample_mt` and contains singlesample
* data. The singlesample miptree is created at the same time as and
* persists for the lifetime of its parent multisample miptree.
*
* When access to the singlesample data is needed, such as at
* eglSwapBuffers and glReadPixels, an automatic downsample occurs from
* `back_rb->mt` to `back_rb->mt->singlesample_mt` when necessary.
*
* This description of the back buffer applies analogously to the front
* buffer.
*
*
* --- Case 2: As temporary singlesample storage for mapping multisample
* miptrees ---
*
* Suppose the intel_miptree_map is called on a multisample miptree, `mt`,
* for which case 1 does not apply (that is, `mt` does not belong to
* a front or back buffer). Then `mt->singlesample_mt` is null at the
* start of the call. intel_miptree_map will create a temporary
* singlesample miptree, store it at `mt->singlesample_mt`, downsample from
* `mt` to `mt->singlesample_mt` if necessary, then map
* `mt->singlesample_mt`. The temporary miptree is later deleted during
* intel_miptree_unmap.
*/
struct intel_mipmap_tree *singlesample_mt;
/**
* \brief A downsample is needed from this miptree to singlesample_mt.
*/
bool need_downsample;
/**
* \brief HiZ miptree
*
* This is non-null only if HiZ is enabled for this miptree.
*
* \see intel_miptree_alloc_hiz()
*/
struct intel_mipmap_tree *hiz_mt;
/**
* \brief Map of miptree slices to needed resolves.
*
* This is used only when the miptree has a child HiZ miptree.
*
* Let \c mt be a depth miptree with HiZ enabled. Then the resolve map is
* \c mt->hiz_map. The resolve map of the child HiZ miptree, \c
* mt->hiz_mt->hiz_map, is unused.
*/
struct intel_resolve_map hiz_map;
/**
* \brief Stencil miptree for depthstencil textures.
*
* This miptree is used for depthstencil textures and renderbuffers that
* require separate stencil. It always has the true copy of the stencil
* bits, regardless of mt->format.
*
* \see intel_miptree_map_depthstencil()
* \see intel_miptree_unmap_depthstencil()
*/
struct intel_mipmap_tree *stencil_mt;
/**
* \brief MCS miptree for multisampled textures.
*
* This miptree contains the "multisample control surface", which stores
* the necessary information to implement compressed MSAA on Gen7+
* (INTEL_MSAA_FORMAT_CMS).
*/
struct intel_mipmap_tree *mcs_mt;
/**
* \brief The miptree contains RGBX data that was originally ETC1 data.
*
* On hardware that lacks support for ETC1 textures, we do the
* following on calls to glCompressedTexImage2D(GL_ETC1_RGB8_OES):
* 1. Create a miptree whose format is MESA_FORMAT_RGBX8888_REV with
* the wraps_etc1 flag set.
* 2. Translate the ETC1 data into RGBX.
* 3. Store the RGBX data into the miptree and discard the ETC1 data.
*/
bool wraps_etc1;
/* 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,
GLuint num_samples,
enum intel_msaa_layout msaa_layout);
struct intel_mipmap_tree *
intel_miptree_create_for_region(struct intel_context *intel,
GLenum target,
gl_format format,
struct intel_region *region);
struct intel_mipmap_tree*
intel_miptree_create_for_dri2_buffer(struct intel_context *intel,
unsigned dri_attachment,
gl_format format,
uint32_t num_samples,
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 width,
uint32_t height,
uint32_t num_samples);
/** \brief Assert that the level and layer are valid for the miptree. */
static inline void
intel_miptree_check_level_layer(struct intel_mipmap_tree *mt,
uint32_t level,
uint32_t layer)
{
assert(level >= mt->first_level);
assert(level <= mt->last_level);
assert(layer < mt->level[level].depth);
}
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 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);
/**
* Copy the stencil data from \c mt->stencil_mt->region to \c mt->region for
* the given miptree slice.
*
* \see intel_mipmap_tree::stencil_mt
*/
void
intel_miptree_s8z24_scatter(struct intel_context *intel,
struct intel_mipmap_tree *mt,
uint32_t level,
uint32_t slice);
/**
* Copy the stencil data in \c mt->stencil_mt->region to \c mt->region for the
* given miptree slice.
*
* \see intel_mipmap_tree::stencil_mt
*/
void
intel_miptree_s8z24_gather(struct intel_context *intel,
struct intel_mipmap_tree *mt,
uint32_t level,
uint32_t layer);
bool
intel_miptree_alloc_mcs(struct intel_context *intel,
struct intel_mipmap_tree *mt,
GLuint num_samples);
/**
* \name Miptree HiZ functions
* \{
*
* It is safe to call the "slice_set_need_resolve" and "slice_resolve"
* functions on a miptree without HiZ. In that case, each function is a no-op.
*/
/**
* \brief Allocate the miptree's embedded HiZ miptree.
* \see intel_mipmap_tree:hiz_mt
* \return false if allocation failed
*/
bool
intel_miptree_alloc_hiz(struct intel_context *intel,
struct intel_mipmap_tree *mt,
GLuint num_samples);
void
intel_miptree_slice_set_needs_hiz_resolve(struct intel_mipmap_tree *mt,
uint32_t level,
uint32_t depth);
void
intel_miptree_slice_set_needs_depth_resolve(struct intel_mipmap_tree *mt,
uint32_t level,
uint32_t depth);
void
intel_miptree_all_slices_set_need_hiz_resolve(struct intel_mipmap_tree *mt);
void
intel_miptree_all_slices_set_need_depth_resolve(struct intel_mipmap_tree *mt);
/**
* \return false if no resolve was needed
*/
bool
intel_miptree_slice_resolve_hiz(struct intel_context *intel,
struct intel_mipmap_tree *mt,
unsigned int level,
unsigned int depth);
/**
* \return false if no resolve was needed
*/
bool
intel_miptree_slice_resolve_depth(struct intel_context *intel,
struct intel_mipmap_tree *mt,
unsigned int level,
unsigned int depth);
/**
* \return false if no resolve was needed
*/
bool
intel_miptree_all_slices_resolve_hiz(struct intel_context *intel,
struct intel_mipmap_tree *mt);
/**
* \return false if no resolve was needed
*/
bool
intel_miptree_all_slices_resolve_depth(struct intel_context *intel,
struct intel_mipmap_tree *mt);
/**\}*/
void
intel_miptree_downsample(struct intel_context *intel,
struct intel_mipmap_tree *mt);
void
intel_miptree_upsample(struct intel_context *intel,
struct intel_mipmap_tree *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);
void
intel_miptree_map(struct intel_context *intel,
struct intel_mipmap_tree *mt,
unsigned int level,
unsigned int slice,
unsigned int x,
unsigned int y,
unsigned int w,
unsigned int h,
GLbitfield mode,
void **out_ptr,
int *out_stride);
void
intel_miptree_unmap(struct intel_context *intel,
struct intel_mipmap_tree *mt,
unsigned int level,
unsigned int slice);
#ifdef I915
static inline void
intel_hiz_exec(struct intel_context *intel, struct intel_mipmap_tree *mt,
unsigned int level, unsigned int layer, enum gen6_hiz_op op)
{
/* Stub on i915. It would be nice if we didn't execute resolve code at all
* there.
*/
}
#else
void
intel_hiz_exec(struct intel_context *intel, struct intel_mipmap_tree *mt,
unsigned int level, unsigned int layer, enum gen6_hiz_op op);
#endif
#ifdef __cplusplus
}
#endif
#endif