blob: 08cf3bf7dc16d589791fa963bc2898de5006be2e [file] [log] [blame]
/*
* Copyright © 2013 Intel Corporation
*
* 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, sublicense,
* 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 NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS 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 "main/mtypes.h"
#include "main/macros.h"
#include "main/samplerobj.h"
#include "main/teximage.h"
#include "main/texobj.h"
#include "brw_context.h"
#include "intel_mipmap_tree.h"
#include "intel_blit.h"
#include "intel_tex.h"
#define FILE_DEBUG_FLAG DEBUG_TEXTURE
/**
* Sets our driver-specific variant of tObj->_MaxLevel for later surface state
* upload.
*
* If we're only ensuring that there is storage for the first miplevel of a
* texture, then in texture setup we're going to have to make sure we don't
* allow sampling beyond level 0.
*/
static void
intel_update_max_level(struct intel_texture_object *intelObj,
struct gl_sampler_object *sampler)
{
struct gl_texture_object *tObj = &intelObj->base;
if (!tObj->_MipmapComplete ||
(tObj->_RenderToTexture &&
(sampler->MinFilter == GL_NEAREST ||
sampler->MinFilter == GL_LINEAR))) {
intelObj->_MaxLevel = tObj->BaseLevel;
} else {
intelObj->_MaxLevel = tObj->_MaxLevel;
}
}
/**
* At rendering-from-a-texture time, make sure that the texture object has a
* miptree that can hold the entire texture based on
* BaseLevel/MaxLevel/filtering, and copy in any texture images that are
* stored in other miptrees.
*/
void
intel_finalize_mipmap_tree(struct brw_context *brw, GLuint unit)
{
struct gl_context *ctx = &brw->ctx;
struct gl_texture_object *tObj = ctx->Texture.Unit[unit]._Current;
struct intel_texture_object *intelObj = intel_texture_object(tObj);
struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit);
GLuint face, i;
GLuint nr_faces = 0;
struct intel_texture_image *firstImage;
int width, height, depth;
/* TBOs require no validation -- they always just point to their BO. */
if (tObj->Target == GL_TEXTURE_BUFFER)
return;
/* We know that this is true by now, and if it wasn't, we might have
* mismatched level sizes and the copies would fail.
*/
assert(intelObj->base._BaseComplete);
intel_update_max_level(intelObj, sampler);
/* What levels does this validated texture image require? */
int validate_first_level = tObj->BaseLevel;
int validate_last_level = intelObj->_MaxLevel;
/* Skip the loop over images in the common case of no images having
* changed. But if the GL_BASE_LEVEL or GL_MAX_LEVEL change to something we
* haven't looked at, then we do need to look at those new images.
*/
if (!intelObj->needs_validate &&
validate_first_level >= intelObj->validated_first_level &&
validate_last_level <= intelObj->validated_last_level) {
return;
}
/* On recent generations, immutable textures should not get this far
* -- they should have been created in a validated state, and nothing
* can invalidate them.
*
* Unfortunately, this is not true on pre-Sandybridge hardware -- when
* rendering into an immutable-format depth texture we may have to rebase
* the rendered levels to meet alignment requirements.
*
* FINISHME: Avoid doing this.
*/
assert(!tObj->Immutable || brw->gen < 6);
firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]);
/* Check tree can hold all active levels. Check tree matches
* target, imageFormat, etc.
*/
if (intelObj->mt &&
(!intel_miptree_match_image(intelObj->mt, &firstImage->base.Base) ||
validate_first_level < intelObj->mt->first_level ||
validate_last_level > intelObj->mt->last_level)) {
intel_miptree_release(&intelObj->mt);
}
/* May need to create a new tree:
*/
if (!intelObj->mt) {
intel_get_image_dims(&firstImage->base.Base, &width, &height, &depth);
perf_debug("Creating new %s %dx%dx%d %d-level miptree to handle "
"finalized texture miptree.\n",
_mesa_get_format_name(firstImage->base.Base.TexFormat),
width, height, depth, validate_last_level + 1);
const uint32_t layout_flags = MIPTREE_LAYOUT_ACCELERATED_UPLOAD |
MIPTREE_LAYOUT_TILING_ANY;
intelObj->mt = intel_miptree_create(brw,
intelObj->base.Target,
firstImage->base.Base.TexFormat,
0, /* first_level */
validate_last_level,
width,
height,
depth,
0 /* num_samples */,
layout_flags);
if (!intelObj->mt)
return;
}
/* Pull in any images not in the object's tree:
*/
nr_faces = _mesa_num_tex_faces(intelObj->base.Target);
for (face = 0; face < nr_faces; face++) {
for (i = validate_first_level; i <= validate_last_level; i++) {
struct intel_texture_image *intelImage =
intel_texture_image(intelObj->base.Image[face][i]);
/* skip too small size mipmap */
if (intelImage == NULL)
break;
if (intelObj->mt != intelImage->mt) {
intel_miptree_copy_teximage(brw, intelImage, intelObj->mt,
false /* invalidate */);
}
/* After we're done, we'd better agree that our layout is
* appropriate, or we'll end up hitting this function again on the
* next draw
*/
assert(intel_miptree_match_image(intelObj->mt, &intelImage->base.Base));
}
}
intelObj->validated_first_level = validate_first_level;
intelObj->validated_last_level = validate_last_level;
intelObj->_Format = intelObj->mt->format;
intelObj->needs_validate = false;
}
/**
* Finalizes all textures, completing any rendering that needs to be done
* to prepare them.
*/
void
brw_validate_textures(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
const int max_enabled_unit = ctx->Texture._MaxEnabledTexImageUnit;
for (int unit = 0; unit <= max_enabled_unit; unit++) {
struct gl_texture_unit *tex_unit = &ctx->Texture.Unit[unit];
if (tex_unit->_Current) {
intel_finalize_mipmap_tree(brw, unit);
}
}
}