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 "intel_mipmap_tree.h"
32 #include "intel_blit.h"
33 #include "intel_tex.h"
34
35 #define FILE_DEBUG_FLAG DEBUG_TEXTURE
36
37 /**
38 * Sets our driver-specific variant of tObj->_MaxLevel for later surface state
39 * upload.
40 *
41 * If we're only ensuring that there is storage for the first miplevel of a
42 * texture, then in texture setup we're going to have to make sure we don't
43 * allow sampling beyond level 0.
44 */
45 static void
intel_update_max_level(struct intel_texture_object * intelObj,struct gl_sampler_object * sampler)46 intel_update_max_level(struct intel_texture_object *intelObj,
47 struct gl_sampler_object *sampler)
48 {
49 struct gl_texture_object *tObj = &intelObj->base;
50
51 if (!tObj->_MipmapComplete ||
52 (tObj->_RenderToTexture &&
53 (sampler->MinFilter == GL_NEAREST ||
54 sampler->MinFilter == GL_LINEAR))) {
55 intelObj->_MaxLevel = tObj->BaseLevel;
56 } else {
57 intelObj->_MaxLevel = tObj->_MaxLevel;
58 }
59 }
60
61 /**
62 * At rendering-from-a-texture time, make sure that the texture object has a
63 * miptree that can hold the entire texture based on
64 * BaseLevel/MaxLevel/filtering, and copy in any texture images that are
65 * stored in other miptrees.
66 */
67 void
intel_finalize_mipmap_tree(struct brw_context * brw,GLuint unit)68 intel_finalize_mipmap_tree(struct brw_context *brw, GLuint unit)
69 {
70 struct gl_context *ctx = &brw->ctx;
71 struct gl_texture_object *tObj = ctx->Texture.Unit[unit]._Current;
72 struct intel_texture_object *intelObj = intel_texture_object(tObj);
73 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit);
74 GLuint face, i;
75 GLuint nr_faces = 0;
76 struct intel_texture_image *firstImage;
77 int width, height, depth;
78
79 /* TBOs require no validation -- they always just point to their BO. */
80 if (tObj->Target == GL_TEXTURE_BUFFER)
81 return;
82
83 /* We know that this is true by now, and if it wasn't, we might have
84 * mismatched level sizes and the copies would fail.
85 */
86 assert(intelObj->base._BaseComplete);
87
88 intel_update_max_level(intelObj, sampler);
89
90 /* What levels does this validated texture image require? */
91 int validate_first_level = tObj->BaseLevel;
92 int validate_last_level = intelObj->_MaxLevel;
93
94 /* Skip the loop over images in the common case of no images having
95 * changed. But if the GL_BASE_LEVEL or GL_MAX_LEVEL change to something we
96 * haven't looked at, then we do need to look at those new images.
97 */
98 if (!intelObj->needs_validate &&
99 validate_first_level >= intelObj->validated_first_level &&
100 validate_last_level <= intelObj->validated_last_level) {
101 return;
102 }
103
104 /* On recent generations, immutable textures should not get this far
105 * -- they should have been created in a validated state, and nothing
106 * can invalidate them.
107 *
108 * Unfortunately, this is not true on pre-Sandybridge hardware -- when
109 * rendering into an immutable-format depth texture we may have to rebase
110 * the rendered levels to meet alignment requirements.
111 *
112 * FINISHME: Avoid doing this.
113 */
114 assert(!tObj->Immutable || brw->screen->devinfo.gen < 6);
115
116 firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]);
117
118 /* Check tree can hold all active levels. Check tree matches
119 * target, imageFormat, etc.
120 */
121 if (intelObj->mt &&
122 (!intel_miptree_match_image(intelObj->mt, &firstImage->base.Base) ||
123 validate_first_level < intelObj->mt->first_level ||
124 validate_last_level > intelObj->mt->last_level)) {
125 intel_miptree_release(&intelObj->mt);
126 }
127
128
129 /* May need to create a new tree:
130 */
131 if (!intelObj->mt) {
132 intel_get_image_dims(&firstImage->base.Base, &width, &height, &depth);
133
134 perf_debug("Creating new %s %dx%dx%d %d-level miptree to handle "
135 "finalized texture miptree.\n",
136 _mesa_get_format_name(firstImage->base.Base.TexFormat),
137 width, height, depth, validate_last_level + 1);
138
139 intelObj->mt = intel_miptree_create(brw,
140 intelObj->base.Target,
141 firstImage->base.Base.TexFormat,
142 0, /* first_level */
143 validate_last_level,
144 width,
145 height,
146 depth,
147 1 /* num_samples */,
148 MIPTREE_CREATE_BUSY);
149 if (!intelObj->mt)
150 return;
151 }
152
153 /* Pull in any images not in the object's tree:
154 */
155 nr_faces = _mesa_num_tex_faces(intelObj->base.Target);
156 for (face = 0; face < nr_faces; face++) {
157 for (i = validate_first_level; i <= validate_last_level; i++) {
158 struct intel_texture_image *intelImage =
159 intel_texture_image(intelObj->base.Image[face][i]);
160 /* skip too small size mipmap */
161 if (intelImage == NULL)
162 break;
163
164 if (intelObj->mt != intelImage->mt)
165 intel_miptree_copy_teximage(brw, intelImage, intelObj->mt);
166
167 /* After we're done, we'd better agree that our layout is
168 * appropriate, or we'll end up hitting this function again on the
169 * next draw
170 */
171 assert(intel_miptree_match_image(intelObj->mt, &intelImage->base.Base));
172 }
173 }
174
175 intelObj->validated_first_level = validate_first_level;
176 intelObj->validated_last_level = validate_last_level;
177 intelObj->_Format = intelObj->mt->format;
178 intelObj->needs_validate = false;
179 }
180
181 /**
182 * Finalizes all textures, completing any rendering that needs to be done
183 * to prepare them.
184 */
185 void
brw_validate_textures(struct brw_context * brw)186 brw_validate_textures(struct brw_context *brw)
187 {
188 struct gl_context *ctx = &brw->ctx;
189 const int max_enabled_unit = ctx->Texture._MaxEnabledTexImageUnit;
190
191 for (int unit = 0; unit <= max_enabled_unit; unit++) {
192 struct gl_texture_unit *tex_unit = &ctx->Texture.Unit[unit];
193
194 if (tex_unit->_Current) {
195 intel_finalize_mipmap_tree(brw, unit);
196 }
197 }
198 }
199