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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 "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