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1 #include "swrast/swrast.h"
2 #include "main/renderbuffer.h"
3 #include "main/texobj.h"
4 #include "main/teximage.h"
5 #include "main/mipmap.h"
6 #include "drivers/common/meta.h"
7 #include "intel_context.h"
8 #include "intel_mipmap_tree.h"
9 #include "intel_tex.h"
10 
11 #define FILE_DEBUG_FLAG DEBUG_TEXTURE
12 
13 static struct gl_texture_image *
intelNewTextureImage(struct gl_context * ctx)14 intelNewTextureImage(struct gl_context * ctx)
15 {
16    DBG("%s\n", __FUNCTION__);
17    (void) ctx;
18    return (struct gl_texture_image *) CALLOC_STRUCT(intel_texture_image);
19 }
20 
21 static void
intelDeleteTextureImage(struct gl_context * ctx,struct gl_texture_image * img)22 intelDeleteTextureImage(struct gl_context * ctx, struct gl_texture_image *img)
23 {
24    /* nothing special (yet) for intel_texture_image */
25    _mesa_delete_texture_image(ctx, img);
26 }
27 
28 
29 static struct gl_texture_object *
intelNewTextureObject(struct gl_context * ctx,GLuint name,GLenum target)30 intelNewTextureObject(struct gl_context * ctx, GLuint name, GLenum target)
31 {
32    struct intel_texture_object *obj = CALLOC_STRUCT(intel_texture_object);
33 
34    (void) ctx;
35 
36    DBG("%s\n", __FUNCTION__);
37    _mesa_initialize_texture_object(&obj->base, name, target);
38 
39    return &obj->base;
40 }
41 
42 static void
intelDeleteTextureObject(struct gl_context * ctx,struct gl_texture_object * texObj)43 intelDeleteTextureObject(struct gl_context *ctx,
44 			 struct gl_texture_object *texObj)
45 {
46    struct intel_texture_object *intelObj = intel_texture_object(texObj);
47 
48    intel_miptree_release(&intelObj->mt);
49    _mesa_delete_texture_object(ctx, texObj);
50 }
51 
52 static GLboolean
intel_alloc_texture_image_buffer(struct gl_context * ctx,struct gl_texture_image * image)53 intel_alloc_texture_image_buffer(struct gl_context *ctx,
54 				 struct gl_texture_image *image)
55 {
56    struct intel_context *intel = intel_context(ctx);
57    struct intel_texture_image *intel_image = intel_texture_image(image);
58    struct gl_texture_object *texobj = image->TexObject;
59    struct intel_texture_object *intel_texobj = intel_texture_object(texobj);
60    GLuint slices;
61 
62    assert(image->Border == 0);
63 
64    /* Because the driver uses AllocTextureImageBuffer() internally, it may end
65     * up mismatched with FreeTextureImageBuffer(), but that is safe to call
66     * multiple times.
67     */
68    ctx->Driver.FreeTextureImageBuffer(ctx, image);
69 
70    /* Allocate the swrast_texture_image::ImageOffsets array now */
71    switch (texobj->Target) {
72    case GL_TEXTURE_3D:
73    case GL_TEXTURE_2D_ARRAY:
74       slices = image->Depth;
75       break;
76    case GL_TEXTURE_1D_ARRAY:
77       slices = image->Height;
78       break;
79    default:
80       slices = 1;
81    }
82    assert(!intel_image->base.ImageOffsets);
83    intel_image->base.ImageOffsets = malloc(slices * sizeof(GLuint));
84 
85    _swrast_init_texture_image(image);
86 
87    if (intel_texobj->mt &&
88        intel_miptree_match_image(intel_texobj->mt, image)) {
89       intel_miptree_reference(&intel_image->mt, intel_texobj->mt);
90       DBG("%s: alloc obj %p level %d %dx%dx%d using object's miptree %p\n",
91           __FUNCTION__, texobj, image->Level,
92           image->Width, image->Height, image->Depth, intel_texobj->mt);
93    } else {
94       intel_image->mt = intel_miptree_create_for_teximage(intel, intel_texobj,
95                                                           intel_image,
96                                                           false);
97 
98       /* Even if the object currently has a mipmap tree associated
99        * with it, this one is a more likely candidate to represent the
100        * whole object since our level didn't fit what was there
101        * before, and any lower levels would fit into our miptree.
102        */
103       intel_miptree_reference(&intel_texobj->mt, intel_image->mt);
104 
105       DBG("%s: alloc obj %p level %d %dx%dx%d using new miptree %p\n",
106           __FUNCTION__, texobj, image->Level,
107           image->Width, image->Height, image->Depth, intel_image->mt);
108    }
109 
110    return true;
111 }
112 
113 /**
114  * Called via ctx->Driver.AllocTextureStorage()
115  * Just have to allocate memory for the texture images.
116  */
117 static GLboolean
intel_alloc_texture_storage(struct gl_context * ctx,struct gl_texture_object * texObj,GLsizei levels,GLsizei width,GLsizei height,GLsizei depth)118 intel_alloc_texture_storage(struct gl_context *ctx,
119                             struct gl_texture_object *texObj,
120                             GLsizei levels, GLsizei width,
121                             GLsizei height, GLsizei depth)
122 {
123    const int numFaces = _mesa_num_tex_faces(texObj->Target);
124    int face;
125    int level;
126 
127    for (face = 0; face < numFaces; face++) {
128       for (level = 0; level < levels; level++) {
129          struct gl_texture_image *const texImage = texObj->Image[face][level];
130          if (!intel_alloc_texture_image_buffer(ctx, texImage))
131             return false;
132       }
133    }
134 
135    return true;
136 }
137 
138 static void
intel_free_texture_image_buffer(struct gl_context * ctx,struct gl_texture_image * texImage)139 intel_free_texture_image_buffer(struct gl_context * ctx,
140 				struct gl_texture_image *texImage)
141 {
142    struct intel_texture_image *intelImage = intel_texture_image(texImage);
143 
144    DBG("%s\n", __FUNCTION__);
145 
146    intel_miptree_release(&intelImage->mt);
147 
148    if (intelImage->base.Buffer) {
149       _mesa_align_free(intelImage->base.Buffer);
150       intelImage->base.Buffer = NULL;
151    }
152 
153    if (intelImage->base.ImageOffsets) {
154       free(intelImage->base.ImageOffsets);
155       intelImage->base.ImageOffsets = NULL;
156    }
157 }
158 
159 /**
160  * Map texture memory/buffer into user space.
161  * Note: the region of interest parameters are ignored here.
162  * \param mode  bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT
163  * \param mapOut  returns start of mapping of region of interest
164  * \param rowStrideOut  returns row stride in bytes
165  */
166 static void
intel_map_texture_image(struct gl_context * ctx,struct gl_texture_image * tex_image,GLuint slice,GLuint x,GLuint y,GLuint w,GLuint h,GLbitfield mode,GLubyte ** map,GLint * stride)167 intel_map_texture_image(struct gl_context *ctx,
168 			struct gl_texture_image *tex_image,
169 			GLuint slice,
170 			GLuint x, GLuint y, GLuint w, GLuint h,
171 			GLbitfield mode,
172 			GLubyte **map,
173 			GLint *stride)
174 {
175    struct intel_context *intel = intel_context(ctx);
176    struct intel_texture_image *intel_image = intel_texture_image(tex_image);
177    struct intel_mipmap_tree *mt = intel_image->mt;
178 
179    /* Our texture data is always stored in a miptree. */
180    assert(mt);
181 
182    /* Check that our caller wasn't confused about how to map a 1D texture. */
183    assert(tex_image->TexObject->Target != GL_TEXTURE_1D_ARRAY ||
184 	  h == 1);
185 
186    /* intel_miptree_map operates on a unified "slice" number that references the
187     * cube face, since it's all just slices to the miptree code.
188     */
189    if (tex_image->TexObject->Target == GL_TEXTURE_CUBE_MAP)
190       slice = tex_image->Face;
191 
192    intel_miptree_map(intel, mt, tex_image->Level, slice, x, y, w, h, mode,
193 		     (void **)map, stride);
194 }
195 
196 static void
intel_unmap_texture_image(struct gl_context * ctx,struct gl_texture_image * tex_image,GLuint slice)197 intel_unmap_texture_image(struct gl_context *ctx,
198 			  struct gl_texture_image *tex_image, GLuint slice)
199 {
200    struct intel_context *intel = intel_context(ctx);
201    struct intel_texture_image *intel_image = intel_texture_image(tex_image);
202    struct intel_mipmap_tree *mt = intel_image->mt;
203 
204    if (tex_image->TexObject->Target == GL_TEXTURE_CUBE_MAP)
205       slice = tex_image->Face;
206 
207    intel_miptree_unmap(intel, mt, tex_image->Level, slice);
208 }
209 
210 void
intelInitTextureFuncs(struct dd_function_table * functions)211 intelInitTextureFuncs(struct dd_function_table *functions)
212 {
213    functions->NewTextureObject = intelNewTextureObject;
214    functions->NewTextureImage = intelNewTextureImage;
215    functions->DeleteTextureImage = intelDeleteTextureImage;
216    functions->DeleteTexture = intelDeleteTextureObject;
217    functions->AllocTextureImageBuffer = intel_alloc_texture_image_buffer;
218    functions->FreeTextureImageBuffer = intel_free_texture_image_buffer;
219    functions->AllocTextureStorage = intel_alloc_texture_storage;
220    functions->MapTextureImage = intel_map_texture_image;
221    functions->UnmapTextureImage = intel_unmap_texture_image;
222 }
223