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1 /*
2  * Copyright © 2013 Intel Corporation
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 
24 #include "main/mtypes.h"
25 #include "main/macros.h"
26 #include "main/samplerobj.h"
27 #include "main/teximage.h"
28 #include "main/texobj.h"
29 
30 #include "brw_context.h"
31 #include "brw_mipmap_tree.h"
32 #include "brw_tex.h"
33 
34 #define FILE_DEBUG_FLAG DEBUG_TEXTURE
35 
36 /**
37  * Sets our driver-specific variant of tObj->_MaxLevel for later surface state
38  * upload.
39  *
40  * If we're only ensuring that there is storage for the first miplevel of a
41  * texture, then in texture setup we're going to have to make sure we don't
42  * allow sampling beyond level 0.
43  */
44 static void
brw_update_max_level(struct gl_texture_object * tObj,struct gl_sampler_object * sampler)45 brw_update_max_level(struct gl_texture_object *tObj,
46                      struct gl_sampler_object *sampler)
47 {
48    struct brw_texture_object *brw_obj = brw_texture_object(tObj);
49 
50    if (!tObj->_MipmapComplete ||
51        (tObj->_RenderToTexture &&
52         (sampler->Attrib.MinFilter == GL_NEAREST ||
53          sampler->Attrib.MinFilter == GL_LINEAR))) {
54       brw_obj->_MaxLevel = tObj->Attrib.BaseLevel;
55    } else {
56       brw_obj->_MaxLevel = tObj->_MaxLevel;
57    }
58 }
59 
60 /**
61  * At rendering-from-a-texture time, make sure that the texture object has a
62  * miptree that can hold the entire texture based on
63  * BaseLevel/MaxLevel/filtering, and copy in any texture images that are
64  * stored in other miptrees.
65  */
66 void
brw_finalize_mipmap_tree(struct brw_context * brw,struct gl_texture_object * tObj)67 brw_finalize_mipmap_tree(struct brw_context *brw,
68                            struct gl_texture_object *tObj)
69 {
70    struct brw_texture_object *brw_obj = brw_texture_object(tObj);
71    GLuint face, i;
72    GLuint nr_faces = 0;
73    struct brw_texture_image *firstImage;
74    int width, height, depth;
75 
76    /* TBOs require no validation -- they always just point to their BO. */
77    if (tObj->Target == GL_TEXTURE_BUFFER)
78       return;
79 
80    /* What levels does this validated texture image require? */
81    int validate_first_level = tObj->Attrib.BaseLevel;
82    int validate_last_level = brw_obj->_MaxLevel;
83 
84    /* Skip the loop over images in the common case of no images having
85     * changed.  But if the GL_BASE_LEVEL or GL_MAX_LEVEL change to something we
86     * haven't looked at, then we do need to look at those new images.
87     */
88    if (!brw_obj->needs_validate &&
89        validate_first_level >= brw_obj->validated_first_level &&
90        validate_last_level <= brw_obj->validated_last_level) {
91       return;
92    }
93 
94    /* On recent generations, immutable textures should not get this far
95     * -- they should have been created in a validated state, and nothing
96     * can invalidate them.
97     *
98     * Unfortunately, this is not true on pre-Sandybridge hardware -- when
99     * rendering into an immutable-format depth texture we may have to rebase
100     * the rendered levels to meet alignment requirements.
101     *
102     * FINISHME: Avoid doing this.
103     */
104    assert(!tObj->Immutable || brw->screen->devinfo.ver < 6);
105 
106    firstImage = brw_texture_image(tObj->Image[0][tObj->Attrib.BaseLevel]);
107    if (!firstImage)
108       return;
109 
110    /* Check tree can hold all active levels.  Check tree matches
111     * target, imageFormat, etc.
112     */
113    if (brw_obj->mt &&
114        (!brw_miptree_match_image(brw_obj->mt, &firstImage->base.Base) ||
115         validate_first_level < brw_obj->mt->first_level ||
116         validate_last_level > brw_obj->mt->last_level)) {
117       brw_miptree_release(&brw_obj->mt);
118    }
119 
120 
121    /* May need to create a new tree:
122     */
123    if (!brw_obj->mt) {
124       const unsigned level = firstImage->base.Base.Level;
125       brw_get_image_dims(&firstImage->base.Base, &width, &height, &depth);
126       /* Figure out image dimensions at start level. */
127       switch(brw_obj->base.Target) {
128       case GL_TEXTURE_2D_MULTISAMPLE:
129       case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
130       case GL_TEXTURE_RECTANGLE:
131       case GL_TEXTURE_EXTERNAL_OES:
132           assert(level == 0);
133           break;
134       case GL_TEXTURE_3D:
135           depth = depth << level;
136           FALLTHROUGH;
137       case GL_TEXTURE_2D:
138       case GL_TEXTURE_2D_ARRAY:
139       case GL_TEXTURE_CUBE_MAP:
140       case GL_TEXTURE_CUBE_MAP_ARRAY:
141           height = height << level;
142           FALLTHROUGH;
143       case GL_TEXTURE_1D:
144       case GL_TEXTURE_1D_ARRAY:
145           width = width << level;
146           break;
147       default:
148           unreachable("Unexpected target");
149       }
150       perf_debug("Creating new %s %dx%dx%d %d-level miptree to handle "
151                  "finalized texture miptree.\n",
152                  _mesa_get_format_name(firstImage->base.Base.TexFormat),
153                  width, height, depth, validate_last_level + 1);
154 
155       brw_obj->mt = brw_miptree_create(brw,
156                                        brw_obj->base.Target,
157                                        firstImage->base.Base.TexFormat,
158                                        0, /* first_level */
159                                        validate_last_level,
160                                        width,
161                                        height,
162                                        depth,
163                                        1 /* num_samples */,
164                                        MIPTREE_CREATE_BUSY);
165       if (!brw_obj->mt)
166          return;
167    }
168 
169    /* Pull in any images not in the object's tree:
170     */
171    nr_faces = _mesa_num_tex_faces(brw_obj->base.Target);
172    for (face = 0; face < nr_faces; face++) {
173       for (i = validate_first_level; i <= validate_last_level; i++) {
174          struct brw_texture_image *brw_image =
175             brw_texture_image(brw_obj->base.Image[face][i]);
176          /* skip too small size mipmap */
177          if (brw_image == NULL)
178             break;
179 
180          if (brw_obj->mt != brw_image->mt)
181             brw_miptree_copy_teximage(brw, brw_image, brw_obj->mt);
182 
183          /* After we're done, we'd better agree that our layout is
184           * appropriate, or we'll end up hitting this function again on the
185           * next draw
186           */
187          assert(brw_miptree_match_image(brw_obj->mt, &brw_image->base.Base));
188       }
189    }
190 
191    brw_obj->validated_first_level = validate_first_level;
192    brw_obj->validated_last_level = validate_last_level;
193    brw_obj->_Format = firstImage->base.Base.TexFormat,
194    brw_obj->needs_validate = false;
195 }
196 
197 /**
198  * Finalizes all textures, completing any rendering that needs to be done
199  * to prepare them.
200  */
201 void
brw_validate_textures(struct brw_context * brw)202 brw_validate_textures(struct brw_context *brw)
203 {
204    struct gl_context *ctx = &brw->ctx;
205    const int max_enabled_unit = ctx->Texture._MaxEnabledTexImageUnit;
206 
207    for (int unit = 0; unit <= max_enabled_unit; unit++) {
208       struct gl_texture_object *tex_obj = ctx->Texture.Unit[unit]._Current;
209 
210       if (!tex_obj)
211          continue;
212 
213       struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit);
214 
215       /* We know that this is true by now, and if it wasn't, we might have
216        * mismatched level sizes and the copies would fail.
217        */
218       assert(tex_obj->_BaseComplete);
219 
220       brw_update_max_level(tex_obj, sampler);
221       brw_finalize_mipmap_tree(brw, tex_obj);
222    }
223 }
224